All in-one Platform to Build, Operate, Host & Monetize Competitive Multiplayer Games
Let's get your dream game done! Tell us about your creative vision and we’ll help you make it come to life.
Tom Kopera
Head of Growth
Multiplayer SDK
Competitive game development with no overhead
Smart Matchmaking
Fairness starts at matchmaking
Verifiable Replays
The best moments, captured
Bot Deployment
Engage with players at all levels
Simulation Analyzer
Pinpoint issues in your game
API Integration
React to your players in real-time
Technology that drives the revolution in competitive gaming
Explore the innovation and cutting edge technologies that power Elympics on the way to independent, decentralized competition
Security & fairness
Seamless experience guaranteed
Serverless gameplay hosting
Scale without a slip
In-game Oracle
External source of truth
Proof-of-Game
Gameplay secured by mathematics
Paid Competitive Gaming
Zero-sum games with blockchain tokens
We believe that every journey should start with the passion to learn and explore.
Revolution is driven by those who have the courage to challenge the status quo.
How to migrate a local multiplayer game into an online gameplay using Elympics? Here’s the 1st Unity 2D tutorial for the classic pong game!
Whenever you start working with a new tool, you need to learn it first, and Elympics is no exception. Going through documentation may be time-consuming, so we prepared a series of easily-digestible Unity 2D tutorials that will show you how to implement it into your game. ⚙️
In this three-part Unity 2D tutorial series, you’ll be migrating a local, hot-seat multiplayer game to an online gameplay. Elympics will also make it fully server-authoritative, deterministic and fair.
We’ll do it on the example of the pong, one of the first computer games ever created. Our local multiplayer game consists of the basic functionalities necessary for a pong match:
This is just a sneak peek of our Unity 2D pong tutorial. To learn how to integrate the Elympics package in your game, read the full text in our documentation: