Skybound Games launched Invincible VS today on PlayStation, Xbox, and Steam.
Invincible VS is a 3v3 tag fighter, and is one of the most anticipated console releases this year. Skybound has been behind some of the biggest titles in interactive entertainment, with games such as The Walking Dead: The Final Season in their catalog. Invincible VS is their first internally developed game, cross-platform from day one with full ranked matchmaking, custom lobbies and real-time multiplayer.
To run all of that without building the backend systems from scratch, Skybound leaned on AccelByte.
Built with AccelByte by a focused team of engineers
For Invincible VS, Skybound partnered with AccelByte to deliver a full-featured backend without the typical overhead.
In just two and a half years, a small, focused group of engineers shipped cross-platform multiplayer across PlayStation, Xbox, and Steam—with ranked matchmaking, custom lobbies, and full platform integrations—without needing to build or scale core infrastructure in-house.
That kind of scope would typically take four years or more to develop and operate internally. With AccelByte’s ready-to-integrate backend, their engineers were able to concentrate on what makes Invincible VS unique—game logic, the ranked system, and the elements that define the player experience.
How it all runs under the hood
Invincible VS is a console and PC native, cross-platform multiplayer game. Which means identity, sessions, and matchmaking all need to behave consistently across platforms at the same time, under real player load.
That’s the layer AccelByte Gaming Services (AGS) handled including:
On top of that, Skybound built game-specific logic using AccelByte Extend including the ranked match processing system. Extend lets teams write and deploy game-specific backend code without having to run the infrastructure for it themselves.
This meant Skybound could stay focused on building the game itself, while the backend systems underneath it are already taken care of.
Validating the backend under real player load
About three weeks before launch, Skybound ran a 79-hour open beta across PS and Xbox to validate the system under real player load.
During the open beta, thousands of players jumped in to test the game ahead of launch. Although minor issues like intermittent lobby disconnects and peak demand backend limits appeared, our 24/7 liveops team quickly identified and resolved them in real time during the test with uptime held at 100% across the entire event.
Beyond supporting launches, we also stress-tested our system at 1 million concurrent users to see how it behaves under extreme conditions, read the full breakdown here.
If you'd like to walk through your setup, talk to us.