CASE STUDY · REAL-TIME MULTIPLAYER

Neon Arena
Real-time Multiplayer Hold'em

A server-authoritative multiplayer game that handles hidden information, turn deadlines, reconnects, chip state and pot settlement for 2–6 friends. All chips are virtual numbers with no payments, deposits or cash-out.

Live Demo ↗
Role
Full-stack real-time multiplayer game development
Scope
Game rules · WebSocket · Durable Objects · reconnect
Status
Live friends-only prototype
Stack
React · Cloudflare Workers · Durable Objects / SQLite
Year
2026

00 / Project framing

Project framing and engineering decisions

ProblemReal-time Hold'em must protect hole cards while resolving concurrent actions, turn deadlines, reconnects and multi-player all-in pot settlement.
DecisionUse a server-authoritative model with one Durable Object per room, Hibernation WebSockets, SQLite persistence, alarm-based turn timeouts, per-player snapshots and Web Crypto CSPRNG shuffling.
EvidenceImplemented behavior includes 2–6 players, 18-second turns, mid-hand observers, reconnects, host transfer, main/side pots and refunds; the public live demo uses virtual chips only.
NextNext: player-verifiable commit/reveal fairness, real accounts with cross-device identity recovery, spectator mode and seat-expiry reclamation.

01 / Implemented scope

Core game behavior is decided by the server.

2–6players per table
18sturn deadline
6digit room codes
1Durable Object per room

Players joining mid-hand observe first and enter on the next hand. Disconnected players keep their chips and can reclaim their seat; host ownership transfers to a connected player when needed.

02 / Architecture

The client submits intent; the server owns game truth.

Browser ClientReact UI, room join, action confirmation, reconnect
Worker APIsame-origin API, input limits, room routing
Durable ObjectWebSocket, identity, turn state, alarms
SQLiteroom persistence, chips and game state

03 / Engineering

Hidden informationEach player receives only their own hole cards; remaining players' cards are revealed only at showdown.
Authoritative stateDealing, legal actions, chips, turns and settlement are decided on the server rather than trusted to clients.
ReconnectThe same browser can reclaim its seat, while a newer duplicate tab takes over so two clients do not keep auto-reconnecting at once.
Pot settlementShared pure game rules handle hand evaluation, main pots, side pots, refunds and settlement.

04 / Product

The neon table is the surface; multiplayer failure modes are the real work.

Neon Arena real-time multiplayer Hold'em public demo
The portfolio prefers a capture of the public Neon Arena demo and falls back to the reviewed neon-table visual when the public site cannot be captured. The demo uses virtual chips only, with no payments, deposits or cash-out.

This remains a friends-only test build: there is no cash gambling, account system, cross-device identity recovery, spectator-only mode, kicking or seat-expiry reclamation. Shuffling uses a trusted server and Web Crypto; player-verifiable commit/reveal fairness is not implemented yet.