Unity2D MMORPG Multiplayer Build

Job ID: 40061282

Budget: €2 – €6 EUR

I need the complete multiplayer front-end and back-end for a 2D side-scrolling MMORPG built in Unity2D. The game will run on dedicated servers, so everything you write has to be fully authoritative, handle hundreds of concurrent players per shard, and remain easy to scale or spin up across additional machines when population grows.

Core gameplay features you will wire up on both client and server include a Quest System and Guilds/Clans as the backbone of player progression, plus trading, personal and shared storage, time-limited gameplay events, an in-game shop with virtual currency, and a real-time chat channel set. Smooth state-sync, hit detection, anti-cheat checks, persistent account data, and graceful reconnection logic are essential.

I am working in the latest Unity LTS with C#; you are free to rely on Mirror, Netcode for GameObjects, or a comparable networking stack as long as it supports the dedicated-server model and can be cleanly containerised or deployed to bare metal. All third-party libraries must be licence-friendly for a commercial title and documented inside the repo.

Deliverables
• Unity project with fully implemented multiplayer client and server code
• Headless server build scripts plus deployment notes for Windows and Linux
• Source-controlled database layer for player data, quests, guild rosters, inventories, shop items and chat logs
• In-editor tools or inspector windows that let designers author quests, items and events without touching code
• A short technical document explaining architecture decisions, scaling strategy and how to add new features

When you apply, please focus on your experience shipping live multiplayer titles, especially anything built with Unity or other C# stacks—links or store pages that demonstrate uptime and player concurrency are ideal. I’m happy to walk through design details once I see that background.