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	<title>Dev Story &#8211; Photon Engine Blog</title>
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	<link>https://dev-blog.photonengine.com</link>
	<description>Photon Engine: Multiplayer Made Simple</description>
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	<title>Dev Story &#8211; Photon Engine Blog</title>
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	<item>
		<title>Bandit Trap: How Picomy&#8217;s Small Team Built Physics-Driven 3v1 with Photon Quantum</title>
		<link>https://dev-blog.photonengine.com/bandit-trap-photon-quantum-physics-multiplayer/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Mon, 29 Jun 2026 06:13:20 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon Quantum]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=7318</guid>

					<description><![CDATA[<img width="365" height="235" src="https://dev-blog.photonengine.com/wp-content/uploads/Bandit-Trap_THUMB.jpg" class="attachment-photon_blog_tile_1x size-photon_blog_tile_1x" alt="" style="display:block;max-width:100%;height:auto;margin-bottom:5px;" decoding="async" fetchpriority="high" srcset="https://dev-blog.photonengine.com/wp-content/uploads/Bandit-Trap_THUMB.jpg 1120w, https://dev-blog.photonengine.com/wp-content/uploads/Bandit-Trap_THUMB-300x193.jpg 300w" sizes="(max-width: 365px) 100vw, 365px" />See how Picomy, a small indie team, used Photon Quantum to build Bandit Trap's asymmetric 3v1 multiplayer, including destructible rooms, deterministic replays, and cross-platform consistency without desync.]]></description>
		
		
		
			</item>
		<item>
		<title>Roadside Research: Syncing Physics, AI, and 330K Players with Photon Fusion</title>
		<link>https://dev-blog.photonengine.com/roadside-research-photon-fusion-co-op-multiplayer/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Tue, 19 May 2026 06:36:31 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<category><![CDATA[Photon Fusion]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=7260</guid>

					<description><![CDATA[<img width="365" height="235" src="https://dev-blog.photonengine.com/wp-content/uploads/Roadside-Research_THUMB-365x235.jpg" class="attachment-photon_blog_tile_1x size-photon_blog_tile_1x" alt="" style="display:block;max-width:100%;height:auto;margin-bottom:5px;" decoding="async" srcset="https://dev-blog.photonengine.com/wp-content/uploads/Roadside-Research_THUMB-365x235.jpg 365w, https://dev-blog.photonengine.com/wp-content/uploads/Roadside-Research_THUMB-300x193.jpg 300w, https://dev-blog.photonengine.com/wp-content/uploads/Roadside-Research_THUMB-1024x658.jpg 1024w, https://dev-blog.photonengine.com/wp-content/uploads/Roadside-Research_THUMB-768x494.jpg 768w, https://dev-blog.photonengine.com/wp-content/uploads/Roadside-Research_THUMB-730x470.jpg 730w, https://dev-blog.photonengine.com/wp-content/uploads/Roadside-Research_THUMB.jpg 1120w" sizes="(max-width: 365px) 100vw, 365px" />Cybernetic Walrus built Roadside Research's 4-player co-op with Photon Fusion, syncing physics, host-authoritative AI, user-generated masks, and a 330K-copy launch without touching matchmaking or room capacity.]]></description>
		
		
		
			</item>
		<item>
		<title>How Studio Nachtwerk Rebuilt Dino Party&#8217;s Multiplayer Foundation with Photon Fusion</title>
		<link>https://dev-blog.photonengine.com/dino-party-multiplayer-development/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Thu, 02 Apr 2026 07:14:37 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=7206</guid>

					<description><![CDATA[<img width="365" height="235" src="https://dev-blog.photonengine.com/wp-content/uploads/Dino-Party_THUMB-365x235.jpg" class="attachment-photon_blog_tile_1x size-photon_blog_tile_1x" alt="" style="display:block;max-width:100%;height:auto;margin-bottom:5px;" decoding="async" srcset="https://dev-blog.photonengine.com/wp-content/uploads/Dino-Party_THUMB-365x235.jpg 365w, https://dev-blog.photonengine.com/wp-content/uploads/Dino-Party_THUMB-300x193.jpg 300w, https://dev-blog.photonengine.com/wp-content/uploads/Dino-Party_THUMB-1024x658.jpg 1024w, https://dev-blog.photonengine.com/wp-content/uploads/Dino-Party_THUMB-768x494.jpg 768w, https://dev-blog.photonengine.com/wp-content/uploads/Dino-Party_THUMB-730x470.jpg 730w, https://dev-blog.photonengine.com/wp-content/uploads/Dino-Party_THUMB.jpg 1120w" sizes="(max-width: 365px) 100vw, 365px" />Studio Nachtwerk rebuilt Dino Party from a local student prototype into online multiplayer with Photon Fusion, using Forecast Physics, input delay, and minimal-bandwidth state sync for destructible arenas.]]></description>
		
		
		
			</item>
		<item>
		<title>Super Bear Adventure: From Solo Unity Project to 200M Downloads with Photon</title>
		<link>https://dev-blog.photonengine.com/super-bear-adventure-200m-downloads-multiplayer-photon/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Thu, 19 Mar 2026 07:47:55 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=7142</guid>

					<description><![CDATA[<img width="365" height="235" src="https://dev-blog.photonengine.com/wp-content/uploads/Super-Bear_THUMB.jpg" class="attachment-photon_blog_tile_1x size-photon_blog_tile_1x" alt="" style="display:block;max-width:100%;height:auto;margin-bottom:5px;" decoding="async" loading="lazy" srcset="https://dev-blog.photonengine.com/wp-content/uploads/Super-Bear_THUMB.jpg 1120w, https://dev-blog.photonengine.com/wp-content/uploads/Super-Bear_THUMB-300x193.jpg 300w" sizes="auto, (max-width: 365px) 100vw, 365px" />A solo Unity developer grew Super Bear Adventure to 200M downloads, then added cross-platform multiplayer with Photon PUN2 across mobile and Switch, doubling monthly revenue without a dedicated server.]]></description>
		
		
		
			</item>
		<item>
		<title>Continuum XR&#8217;s UG: Scaling a Physics-Driven Social VR Game with Photon Fusion</title>
		<link>https://dev-blog.photonengine.com/how-continuum-xr-built-ug-and-scaled-a-social-vr-game/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Tue, 30 Dec 2025 10:00:00 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<category><![CDATA[Photon Fusion]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=7032</guid>

					<description><![CDATA[<img width="365" height="235" src="https://dev-blog.photonengine.com/wp-content/uploads/UG_THUMB.jpg" class="attachment-photon_blog_tile_1x size-photon_blog_tile_1x" alt="" style="display:block;max-width:100%;height:auto;margin-bottom:5px;" decoding="async" loading="lazy" srcset="https://dev-blog.photonengine.com/wp-content/uploads/UG_THUMB.jpg 1120w, https://dev-blog.photonengine.com/wp-content/uploads/UG_THUMB-300x193.jpg 300w" sizes="auto, (max-width: 365px) 100vw, 365px" />Continuum XR built the social VR game UG on Photon Fusion, using Area of Interest to scale concurrent players, client-side prediction for VR locomotion, and Photon Cloud to handle rapid growth on Meta Quest.]]></description>
		
		
		
			</item>
		<item>
		<title>From Solo Dev to Viral Hit: Building &#8220;Paddle Paddle Paddle&#8221; with Photon Fusion</title>
		<link>https://dev-blog.photonengine.com/from-solo-dev-to-viral-hit-building-paddle-paddle-paddle-with-photon-fusion/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Mon, 24 Nov 2025 07:50:05 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<category><![CDATA[Photon Fusion]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=6879</guid>

					<description><![CDATA[<img width="365" height="235" src="https://dev-blog.photonengine.com/wp-content/uploads/paddlepaddle_THUMB.jpg" class="attachment-photon_blog_tile_1x size-photon_blog_tile_1x" alt="" style="display:block;max-width:100%;height:auto;margin-bottom:5px;" decoding="async" loading="lazy" srcset="https://dev-blog.photonengine.com/wp-content/uploads/paddlepaddle_THUMB.jpg 1120w, https://dev-blog.photonengine.com/wp-content/uploads/paddlepaddle_THUMB-300x193.jpg 300w" sizes="auto, (max-width: 365px) 100vw, 365px" />Solo developer Mateo built the viral hit Paddle Paddle Paddle, with 120,000+ copies sold, using Photon Fusion's Host Mode and Shared Mode together to make its new racing mode feel instant for solo-controlled boats.]]></description>
		
		
		
			</item>
		<item>
		<title>Valor Hunters: How Two Devs Built Deterministic Co-Op Chaos with Photon Quantum</title>
		<link>https://dev-blog.photonengine.com/valor-hunters-indie-coop-photon-quantum/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Wed, 05 Nov 2025 11:47:02 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<category><![CDATA[Photon Quantum]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=6772</guid>

					<description><![CDATA[<img width="365" height="235" src="https://dev-blog.photonengine.com/wp-content/uploads/Valor-Hunters_THUMB.avif" class="attachment-photon_blog_tile_1x size-photon_blog_tile_1x" alt="" style="display:block;max-width:100%;height:auto;margin-bottom:5px;" decoding="async" loading="lazy" srcset="https://dev-blog.photonengine.com/wp-content/uploads/Valor-Hunters_THUMB.avif 1120w, https://dev-blog.photonengine.com/wp-content/uploads/Valor-Hunters_THUMB-300x193.avif 300w" sizes="auto, (max-width: 365px) 100vw, 365px" />See how HALE Gameworks' two-person team used Photon Quantum's deterministic ECS to build Valor Hunters, handling massive enemy hordes and physical co-op interactions like rope-binding and piggybacking.]]></description>
		
		
		
			</item>
		<item>
		<title>Songs of Silence&#8221;: How Chimera Entertainment Built Real-Time Battles with Quantum</title>
		<link>https://dev-blog.photonengine.com/songs-of-silence-multiplayer-with-photon-quantum/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Tue, 09 Sep 2025 09:00:00 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<category><![CDATA[Photon Quantum]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=6697</guid>

					<description><![CDATA[<img width="365" height="235" src="https://dev-blog.photonengine.com/wp-content/uploads/Song-Of-Silence_THUMB-1-365x235.jpg" class="attachment-photon_blog_tile_1x size-photon_blog_tile_1x" alt="" style="display:block;max-width:100%;height:auto;margin-bottom:5px;" decoding="async" loading="lazy" srcset="https://dev-blog.photonengine.com/wp-content/uploads/Song-Of-Silence_THUMB-1-365x235.jpg 365w, https://dev-blog.photonengine.com/wp-content/uploads/Song-Of-Silence_THUMB-1-300x193.jpg 300w, https://dev-blog.photonengine.com/wp-content/uploads/Song-Of-Silence_THUMB-1-1024x658.jpg 1024w, https://dev-blog.photonengine.com/wp-content/uploads/Song-Of-Silence_THUMB-1-768x494.jpg 768w, https://dev-blog.photonengine.com/wp-content/uploads/Song-Of-Silence_THUMB-1-730x470.jpg 730w, https://dev-blog.photonengine.com/wp-content/uploads/Song-Of-Silence_THUMB-1.jpg 1120w" sizes="auto, (max-width: 365px) 100vw, 365px" />Chimera Entertainment built "Songs of Silence" on Photon Quantum's deterministic simulation, syncing real-time battles and turn-based skirmishes across up to 6 players with one consistent architecture.]]></description>
		
		
		
			</item>
		<item>
		<title>33 Immortals: Thunder Lotus&#8217;s Journey to 33-Player Co-Op with Photon Quantum</title>
		<link>https://dev-blog.photonengine.com/33-player-multiplayer-photon-quantum/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Wed, 30 Jul 2025 07:58:46 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<category><![CDATA[Photon Quantum]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=6584</guid>

					<description><![CDATA[<img width="365" height="235" src="https://dev-blog.photonengine.com/wp-content/uploads/33-Immortals_THUMB-365x235.jpg" class="attachment-photon_blog_tile_1x size-photon_blog_tile_1x" alt="" style="display:block;max-width:100%;height:auto;margin-bottom:5px;" decoding="async" loading="lazy" srcset="https://dev-blog.photonengine.com/wp-content/uploads/33-Immortals_THUMB-365x235.jpg 365w, https://dev-blog.photonengine.com/wp-content/uploads/33-Immortals_THUMB-300x193.jpg 300w, https://dev-blog.photonengine.com/wp-content/uploads/33-Immortals_THUMB-1024x658.jpg 1024w, https://dev-blog.photonengine.com/wp-content/uploads/33-Immortals_THUMB-768x494.jpg 768w, https://dev-blog.photonengine.com/wp-content/uploads/33-Immortals_THUMB-730x470.jpg 730w, https://dev-blog.photonengine.com/wp-content/uploads/33-Immortals_THUMB.jpg 1120w" sizes="auto, (max-width: 365px) 100vw, 365px" />Thunder Lotus, previously a single-player studio behind Spiritfarer, spent five years learning multiplayer to build 33 Immortals, a 33-player co-op game powered by Photon Quantum's ECS, Bot SDK, and matchmaking tools.]]></description>
		
		
		
			</item>
		<item>
		<title>Windblown: Motion Twin&#8217;s Fast-Paced Co-Op Roguelite Built on Photon Quantum</title>
		<link>https://dev-blog.photonengine.com/motion-twin-windblown-photon-quantum/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Thu, 26 Jun 2025 06:50:40 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<category><![CDATA[Photon Quantum]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=6487</guid>

					<description><![CDATA[<img width="365" height="235" src="https://dev-blog.photonengine.com/wp-content/uploads/Windblown_THUMB-365x235.jpg" class="attachment-photon_blog_tile_1x size-photon_blog_tile_1x" alt="" style="display:block;max-width:100%;height:auto;margin-bottom:5px;" decoding="async" loading="lazy" srcset="https://dev-blog.photonengine.com/wp-content/uploads/Windblown_THUMB-365x235.jpg 365w, https://dev-blog.photonengine.com/wp-content/uploads/Windblown_THUMB-300x193.jpg 300w, https://dev-blog.photonengine.com/wp-content/uploads/Windblown_THUMB-1024x658.jpg 1024w, https://dev-blog.photonengine.com/wp-content/uploads/Windblown_THUMB-768x494.jpg 768w, https://dev-blog.photonengine.com/wp-content/uploads/Windblown_THUMB-730x470.jpg 730w, https://dev-blog.photonengine.com/wp-content/uploads/Windblown_THUMB.jpg 1120w" sizes="auto, (max-width: 365px) 100vw, 365px" />Motion Twin, the seven-person cooperative behind Dead Cells, built the fast-paced co-op roguelite Windblown on Photon Quantum's deterministic ECS, using its replay system to debug complex timing bugs.]]></description>
		
		
		
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