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Steam News24 March 20263mo ago

DevLog #2 | Genetica: P2P Multiplayer is just around the corner!

I am officially entering the polishing stage for multiplayer, and the implementation is looking incredibly smooth. Here is a look at the architecture and the journey to get here. Why P2P?

In this update3

Full notes

Full Genetica: Extinction update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition2 changes0 removals
  • Maps
  • Events
  • Server
changedI am officially entering the polishing stage for multiplayer, and the implementation is looking incredibly smooth. Here is a look at the architecture and the journey to get here.
addedThe Determinism ChallengeA major hurdle for any deterministic simulation is ensuring hardware consistency. Early on, I discovered a noise discrepancy between different platforms—a "desync" death sentence. Fortunately, the latest update to FastNoise2 introduced the exact cross-platform determinism features I needed. Huge shoutout to Jordan Peck and the contributors for the perfect timing!
changedHow it Works: Input & QuorumFinal Validation: To ensure total integrity, a final server-side resimulation procedure runs at the end of the match, using the combined data from all participants to verify the results.

Genetica: Extinction changes

changedI am officially entering the polishing stage for multiplayer, and the implementation is looking incredibly smooth. Here is a look at the architecture and the journey to get here.
addedA major hurdle for any deterministic simulation is ensuring hardware consistency. Early on, I discovered a noise discrepancy between different platforms—a "desync" death sentence. Fortunately, the latest update to FastNoise2 introduced the exact cross-platform determinism features I needed. Huge shoutout to Jordan Peck and the contributors for the perfect timing!
changedFinal Validation: To ensure total integrity, a final server-side resimulation procedure runs at the end of the match, using the combined data from all participants to verify the results.

I am officially entering the polishing stage for multiplayer, and the implementation is looking incredibly smooth. Here is a look at the architecture and the journey to get here.

Why P2P?

For Genetica, I needed a networking solution that was scalable, efficient, and self-sustaining. Peer-to-Peer was the obvious choice. Because the game features a strict separation between visualization and simulation, I was able to layer multiplayer on top of the existing engine with minimal work on the simulation side.

The Determinism Challenge

A major hurdle for any deterministic simulation is ensuring hardware consistency. Early on, I discovered a noise discrepancy between different platforms—a "desync" death sentence. Fortunately, the latest update to FastNoise2 introduced the exact cross-platform determinism features I needed. Huge shoutout to Jordan Peck and the contributors for the perfect timing!

How it Works: Input & Quorum

The communication layer operates on an input transmission basis:

  • Action Exchange: Players only exchange their raw input data.

  • Quorum Consensus: Inputs are combined in a quorum fashion to ensure all peers agree on the "truth" of each tick.

  • Final Validation: To ensure total integrity, a final server-side resimulation procedure runs at the end of the match, using the combined data from all participants to verify the results.

The foundation is solid, and I’m looking forward to getting this into your hands soon.

Peace out,

Dan

Source

Steam News / 24 March 2026

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