Games catalog
Six games, two real architectures. Five are turn-based — the server waits for a discrete move, validates it, and broadcasts the result. Fight Arena is a real-time tick loop — the server runs a fixed-rate simulation and clients stream continuous input, closer to a traditional multiplayer action game than a board game.
| Game | Architecture | Players | AFK timeout |
|---|---|---|---|
| Checkers | Turn-based | 1v1 | 90s / 60s warn |
| Tic-tac-toe | Turn-based | 1v1 | See page |
| Connect 4 | Turn-based | 1v1 | See page |
| Fight Arena | Real-time tick loop | 1v1 – 3v3 | None (real-time) |
| 8-Ball Pool | Turn-based, physics | 1v1 | See page |
| Ludo | Turn-based, two-step | 2 – 4 | 15s / 11.25s warn |
Every game shares the same session-creation shape, the same connection handshake, and the same core socket events — see Raw Socket Client before diving into a specific game. Each page below documents only what's actually different: its own events, hosted session properties, and rules.