๐ฃ Ticket Town Development Update ๐ฃ
0.23.0 - Dedicated Server Foundation Complete!
Today marks another major milestone for Ticket Town.
After several days of development, debugging, and exhaustive regression testing, the Dedicated Server Foundation is now complete.
This wasn't about adding flashy new gameplayโit was about making sure the multiplayer infrastructure is robust enough to support everything that comes next.
Over the past few days we've been stress-testing every part of the dedicated server architecture, from startup and shutdown, to gameplay, networking, recovery, and stability.
One of the biggest wins came from tracking down a native memory leak buried inside Unity's AI sample code. After a lengthy investigation, the issue was traced to an undisposed native allocation running every update. Once corrected, long-running dedicated servers became significantly more stable.
We've also validated something we've been working towards for a while...
Multiple Arena Servers can now run simultaneously.
Instead of a single game server hosting every match, Ticket Town can now launch multiple independent arena instances, each running on its own port and managing its own players. This is a huge step towards scalable multiplayer.
Today's highlights include:
โ๏ธ Dedicated Server Foundation completed
โ๏ธ Comprehensive regression testing completed
โ๏ธ Dedicated & Relay networking fully validated
โ๏ธ Multiple Arena Servers running simultaneously
โ๏ธ Startup, shutdown and failure recovery hardened
โ๏ธ Native AI memory leak identified and fixed
โ๏ธ Zombie server processes eliminated
โ๏ธ Production-ready Arena Server architecture established
Perhaps the most satisfying part of today's work is knowing that we're no longer just making the game workโwe're making it reliable.
Building multiplayer infrastructure isn't always glamorous, but these are the foundations that allow everything else to scale with confidence.
With this milestone complete, development now shifts towards the next major backend component:
๐ Session Services
This will begin laying the groundwork for player sessions, matchmaking, server allocation, analytics, and the wider multiplayer ecosystem that Ticket Town will rely on moving forward.
Every update brings us one step closer to opening the doors for much larger public playtests.
Back again tomorrow for another back-breaking coding session!
#TicketTown #GameDevelopment #Unity #DOTS #Netcode #DedicatedServers #Multiplayer #IndieDev

Next up
v0.21.0 - Dev Log - Football Fiesta!
Ticket Town Devlog 0.19.0 Mobile Gameplay Foundation Complete
Version:ย 0.19.0 Date:ย June 2026
Ticket Town Development Update - v0.18.0 A step in the right direction....
Dev Log #1 is live. Six months of building Ticket Townโข in Unity 6 โ P2P multiplayer, a Unity engine bug, and the milestone that matters. Real dev. Real progress. Read the full log below. ๐
๐ Ticket Town Development Update - v0.19.0
Big milestone reached today!
Building a More Robust Multiplayer Infrastructure
0.22.0 - Ticket Town Development Update
๐ฃ Ticket Town Development Update โ v0.20.0 ๐ฃ Multiplayer Skill System - Completed
Ticket Townโข is here โ the competitive city builder where skill pays real money.
No crypto. No tokens. No RNG. Just skill.
Closed Alpha Q4 2026 ๐ฅ
๐ฎ Watch: youtube.com/watch?v=hSb-PZGVPRE ๐ tickettown.games
New Ticket Town Public Development Board!















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