From the town to isolated maps
Players first connect to a shared town. When a map is requested, the server saves the player state, selects an available port and starts a separate headless Unity process. The client is redirected only after the new instance has had time to boot.
- The map identifier, random seed and selected difficulty are passed to the new server process.
- Each map runs in its own process, with separate session state. Capacity still depends on the host and has not been established by a large-scale load test.
