In this article you will explore how NipsApp Game Studios made the Steel Titans: A Mobile Multiplayer Fighting Game
Is Steel Titans a single-player or multiplayer game?
Steel Titans supports both offline gameplay and real-time multiplayer, allowing players to progress solo or compete against others depending on preference and network conditions.
NipsApp Game Studios developed Steel Titans as a mobile-first robot fighting game with a clear goal from day one. Deliver a fast, skill-based fighting experience that works reliably on real mobile devices, not just on test rigs or flagship phones.
This case study explains how Steel Titans was built, what constraints shaped the project, and how key technical and design decisions helped the game scale across devices, modes, and player skill levels.
This is not a promotional breakdown. It’s a production-focused look at what actually went into making the game work.
Which platforms was Steel Titans built for?
The game was developed for mobile platforms, with performance optimized across Android and iOS devices.
Project Context
Steel Titans is a robot fighting game designed for Android and iOS. The game combines offline progression with real-time multiplayer combat, tournaments, and ranked play. Players choose from a range of mech fighters, each with distinct abilities, and progress through 90 levels while competing in structured matches.
From the start, the project had to balance three things that often conflict on mobile: visual quality, responsive combat, and multiplayer stability.
The Core Problem
Building a fighting game on mobile already comes with tight constraints. Adding real-time multiplayer makes those constraints sharper.
Combat systems demand precision. Multiplayer demands synchronization. Mobile hardware and networks are inconsistent by nature. The challenge was not making the game look impressive. The challenge was making it feel fair and responsive under real-world conditions.
The core question became simple but demanding.
How do you build a multiplayer fighting game that feels reliable on mobile without overloading devices or inflating long-term backend cost?
Why is building a multiplayer fighting game on mobile difficult?
Because fighting games require precise timing, while mobile networks are unpredictable. Latency, packet loss, and device performance variability directly affect fairness and responsiveness.
Key Challenges Faced
Some challenges were expected. Others only became visible once systems were connected together.
- Real-time multiplayer had to function across unstable mobile networks
- Combat logic needed to tolerate latency without feeling unresponsive
- The game had to run smoothly across low, mid, and high-end devices
- Progression and rewards needed to be secure and scalable
- Visual quality had to be strong without relying on heavy real-time effects
Each of these challenges influenced both design and technical decisions.
Design and Technical Approach
Multiplayer and Networking Decisions
Instead of chasing perfect synchronization, the multiplayer system was designed around predictability and tolerance.
Combat pacing, animation timing, and hit validation were aligned so that minor network fluctuations did not immediately break the experience. Authority was clearly defined, and critical progression logic was kept server-side to avoid exploits.
Key decisions included:
- Lightweight state synchronization instead of full simulation sync
- Region-aware matchmaking to reduce latency
- Short match durations to limit disruption from disconnects
- Server-side validation for progression and rewards
These choices reduced complexity while improving stability.
Performance Strategy on Mobile
Performance was treated as a design constraint from the beginning, not a late-stage optimization task.
Visual quality was achieved through direction rather than brute force. Meshes were optimized aggressively. Lighting was mostly baked. Effects were controlled and purposeful rather than constant.
This allowed Steel Titans to maintain stable frame rates across a wide device range without noticeable visual degradation.
Progression, Tournaments, and Fair Play
With 90 levels, tournaments, and multiple characters, progression needed to scale without becoming fragile.
Progression systems were designed to be:
- Server-authoritative
- Easy to rebalance post-launch
- Resistant to client-side manipulation
| System Area | Approach |
|---|---|
| XP and Unlocks | Server-controlled |
| Tournaments | Structured brackets |
| Rankings | Periodic resets |
| Rewards | Validated distribution |
This structure reduced exploit risk and simplified long-term maintenance.
Character and Combat Design
Robot characters were designed with clear gameplay roles rather than overlapping abilities. This reduced balance complexity and helped players understand matchups quickly.
| Mech Type | Gameplay Focus |
|---|---|
| Agile Units | Speed and combo pressure |
| Heavy Units | Defense and high damage |
| Balanced Units | Versatility |
Clear identity improved both single-player progression and multiplayer fairness.
Results
What the Project Achieved
Steel Titans shipped with:
- 90 playable levels
- Offline and real-time multiplayer modes
- Tournament and ranking systems
- Stable performance across Android and iOS devices
From a production standpoint, the project avoided major post-launch restructuring, which is often where multiplayer games struggle.
Performance and Stability Results
Performance
Average FPS Across Device Tiers
| Device Tier | Early Prototype | Final Release |
|---|---|---|
| Low-end Devices | 22–25 FPS | 45–50 FPS |
| Mid-range Devices | 35–40 FPS | 55–60 FPS |
| High-end Devices | 50–55 FPS | 60 FPS (locked) |
What this shows:
Steel Titans moved from unstable performance to consistent frame rates across all tiers.
This directly reduced player drop-off and overheating complaints.
Multiplayer Session Stability
This addresses the core multiplayer risk.
| Build Phase | Match Completion |
|---|---|
| Initial Multiplayer Build | ~68% |
| After Network & Sync Optimization | ~91% |
What this shows:
Designing combat to tolerate latency mattered more than chasing perfect sync.
What Worked Well
- Multiplayer designed around real mobile conditions
- Early performance budgeting avoided visual downgrades later
- Clear authority rules reduced cheating and exploits
- Backend systems supported updates without disruption
These outcomes were the result of early constraint-aware decisions.
What Could Have Gone Wrong
Without early planning, the project could have faced:
- Desync issues breaking combat fairness
- Performance drops on mid-range devices
- Exploitable progression systems
- Rising backend and maintenance costs
Most of these risks are common in mobile multiplayer games and were mitigated through deliberate system design.
Business and Production Takeaways
Steel Titans demonstrates a few important points for mobile multiplayer development:
- Fighting games can work on mobile when scope is controlled
- Multiplayer reliability matters more than feature count
- Visual quality comes from direction, not asset weight
- Backend planning directly affects player trust and cost
These lessons apply beyond this single project.
Final Takeaway
Steel Titans was built by respecting constraints rather than fighting them.
By aligning combat design, multiplayer architecture, performance strategy, and progression systems early, NipsApp Game Studios delivered a mobile fighting game that performs consistently, scales safely, and remains maintainable over time.
This case study shows that disciplined decisions, not excessive complexity, are what make modern mobile multiplayer games work.