Game development, from the idea to the live server.

We design and build games and gameplay systems, with a deep specialism in Minecraft and large, integrated platforms. Mechanics, multiplayer, networks and the backend systems behind them, all built in-house to a genuinely high standard.

What we build

From core gameplay to whole platforms.

Game design & development

The whole journey from concept to playable: the core loop, mechanics, balance and the moment-to-moment feel that decides whether a game is any good.

Gameplay & systems programming

Combat, progression, economies, matchmaking, inventories and stats, written as clean, fast code that behaves correctly under real player load.

Minecraft plugins

Performance-first Java plugins for Spigot, Paper and Bukkit: custom features, gamemodes and tools, profiled and tuned to keep your server smooth.

Minecraft networks

Full multi-server networks with proxies, shared databases, ranks, economies and custom gamemodes, all coordinated and kept in sync.

Large integrated systems

Where the game meets the cloud: developer APIs, real-time pipelines, backends, databases and storage that connect everything into one platform.

Live ops & support

Once it is live we keep it healthy: monitoring, performance tuning, fixes and new features, because a game is only beginning when it launches.

Minecraft specialism

We do not just make plugins. We run servers.

A lot of our hardest lessons came from owning and operating a competitive Minecraft network, SilexPvP, where bad code shows up instantly as lag and unhappy players. That is why our Minecraft work is obsessive about performance: tight main-thread budgets, async where it belongs, and data layers that scale.

  • Profiled, performance-first Java that respects the server tick.
  • Custom gamemodes: PvP, arenas, minigames, economies and ranks.
  • Databases and caching (SQL, Redis-style) for shared, network-wide data.
  • Whole platforms on top of Minecraft, like our ReplayCore product.
Platforms
Spigot · Paper · Bukkit
Language
Java
Data
SQL, caching, Cloudflare R2
Scale
Single plugins to full networks
Run live
SilexPvP, 165+ player launch
Product
ReplayCore
Independent of Mojang.
ForgeVector is not affiliated with, endorsed by or associated with Mojang Studios, Microsoft or the Minecraft brand. See our disclaimer.
How we work

Built like engineers, not gold-rushers.

Every project is scoped properly, prototyped where it counts, and built as clean, maintainable code, then supported once it is live.

Design & scope

We pin down the idea: the core loop, the systems it needs and how it should feel, then turn that into a clear, technical plan and a free quote.

Prototype the fun

Where it helps, we build the core mechanic first and make sure it actually plays well before we build out around it.

Build the systems

Combat, economies, progression, networking and data, written as clean, performant code that holds up under real load.

Launch & live ops

We ship it, watch it under real players, and keep tuning, fixing and adding. Games are never really finished, and we stay with them.

FAQ

Common questions about game work.

What kinds of games and game systems do you build?
Anything from a focused standalone game to deep gameplay systems inside an existing game. We are strongest in multiplayer and server-driven games, and especially in Minecraft, where we build plugins, custom gamemodes and whole networks.
How experienced are you with Minecraft specifically?
Very. We have built and run competitive Minecraft networks, shipped countless custom plugins and gamemodes, and built ReplayCore, a full platform on top of Minecraft. We write performance-first Java for Spigot, Paper and Bukkit.
Can you build a whole Minecraft network, not just one plugin?
Yes. We build complete networks: multiple coordinated servers, proxies, shared databases, custom gamemodes, ranks, economies and the backend systems that tie them together and keep them in sync.
Do you handle the hard backend and real-time parts?
That is exactly what we enjoy. Real-time pipelines, APIs, SQL databases, object storage and cloud processing are core to what we do, as ReplayCore shows. We are comfortable where games meet large-scale systems.
Can you take over or fix an existing project?
Often, yes. We can audit an existing plugin, gamemode or system, fix performance and reliability problems, and extend it. Tell us what you have and what is going wrong and we will give you an honest assessment.

Have a game or Minecraft project in mind?

Tell us the idea and a rough budget, and we will come back with honest advice and a free quote.