Bad Goons

Bad Goons

A flagship multiplayer FPS built around a battlefield players can destroy, excavate and rebuild during every match. Fully networked voxel destruction, dynamic capture points, construction and fortification, deployable spawn networks, procedural maps, tactical support assets and a broad arsenal create shifting front lines instead of static cover. The playable Early Access build is in active development toward its planned December 2026 Steam release, supported by shared developer-and-community playtests.

Three low-poly soldiers escaping an explosion in the destructible voxel battlefield of Bad Goons
Bad Goons · Selected project image

PROJECT OVERVIEW

A battlefield that changes with every decision.

Bad Goons is a team-based multiplayer shooter built around a simple principle: the map should never remain static. Players can dig trenches, destroy defensive positions, create new routes and reshape the frontline throughout the match.

The Unity client, voxel simulation, multiplayer model, dedicated servers and cloud deployment are designed as separate systems connected through one shared technical architecture. The current design targets 64-player battles across a shifting frontline.

A night firefight in Bad Goons with explosions lighting a destructible voxel city skyline and the objective HUD visible
IN-GAME

THE CORE CHALLENGE

Synchronizing a world that every player can change.

Movement and combat must remain responsive while terrain destruction, excavation, construction, projectiles and tactical state are synchronized across many connected clients.

PLAYER-FACING DEVELOPMENT

The experience players see, feel and control.

  • First-person movement, combat and weapon handling
  • Dynamic voxel terrain, digging and trench creation
  • Destructible cover and deployable fortifications
  • Team spawn, resource and supply systems
  • Tactical UI, reactive audio and battlefield feedback
  • Performance profiling and production tooling
MULTIPLAYER & BACKEND

The systems that keep the battle authoritative and connected.

  • Client/server prediction and state reconciliation
  • Authoritative dedicated server simulation
  • Terrain-change, player and team-state replication
  • Session lifecycle, reconnect and recovery workflows
  • Headless Linux builds and containerized deployment
  • Diagnostics, monitoring and version-controlled releases

TECHNICAL ARCHITECTURE

One production system, with explicit ownership at every layer.

01 · CLIENT

Unity 6

Input, presentation, rendering, audio and predicted player actions.

02 · REALTIME

FishNet

Authority, prediction, reconciliation and synchronized gameplay systems.

03 · WORLD

Voxel simulation

Player-created trenches, altered cover and evolving combat routes.

04 · SERVER

Linux headless

Authoritative players, combat, terrain and shared world state.

05 · DEPLOYMENT

Docker

Configurable server packaging, releases, regions and runtime settings.

06 · OPERATIONS

Cloud infrastructure

Health monitoring, diagnostics, automation and demand-led capacity.

TECHNOLOGY STACK Unity 6 · C# · FishNet · FMOD · URP · Voxel systems · Client prediction · Reconciliation · Linux headless servers · Docker · CI/CD · Cloud infrastructure

A scoped rifle in Bad Goons overlooking a brick tower and forested voxel hills
IN-GAME
A shotgun carried through voxel reeds beside a river in Bad Goons
IN-GAME

CURRENT STATUS

Built as a production game, not a technical showcase.

Bad Goons is currently in active development. Core work includes multiplayer combat, dynamic terrain, dedicated-server deployment, tactical spawn systems and production tooling. It is both an original commercial game and a real-world proving ground for our Unity, multiplayer, server and cloud capabilities.

CAPABILITY MAP

From decision to production.

01

Unity 6

Clarify constraints, success criteria and technical boundaries.

02

Large-scale multiplayer FPS

Build in visible increments with ownership close to the code.

03

Networked voxel destruction

Test performance, recovery and real operating conditions.

04

Building and fortification

Leave documentation, observability and a maintainable next step.

05

Dedicated Linux servers

06

Procedural maps

07

Cloud deployment

FAQ

Questions specific to this path.

How does bad goons start?

We begin with current state, constraints, success criteria and the highest-risk assumption before defining implementation.

Can you join an existing team?

Yes. Ownership boundaries, codebase condition and delivery risk are mapped before production systems change.

What happens after delivery?

Handover, embedded capacity or managed operation are agreed around the product and internal team.

NEXT STEP

Bring us the constraint, not a polished brief.

A technical lead will review the current state and recommend the smallest useful next step.

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