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Lands of Azollite is built on the Unity Game Engine. The whole game runs in a simulation coded in pure C# that executes the game instances in less than a few milliseconds. This is then hooked up to Unity, where it is visualized. The simulation is deterministic, which means that the server can store the input values, which are very small, and any match can be replayed. LOA will be able to easily archive every scenario ever played for all the players.
Our primary backend services are implemented with the latest technologies, utilizing a serverless paradigm. This allows us to deliver virtually limitless scalability while still retaining a cost-effective solution. DynamoDB is our primary persistence method, and we use transactional features to deliver an atomic, consistent, isolated, durable, and highly available solution.