Anyone trying to build a true “one-world” sandbox/metaverse where all players exist concurrently hits a brutal wall fast: simulation and consistency don’t scale linearly.
The cost isn’t “just add more servers” — it’s hotspot physics. The world is never evenly distributed: players pile into cities, events, hubs, wars. 1,000 players in one place is already brutal. 10,000 is a meltdown. Fan-out, tick budgets, state replication, collision/AI, anti-cheat validation, persistence, database pressure… everything explodes at once.
Cloud hosting doesn’t magically solve it either — real-time simulation is CPU-bound, latency/jitter-sensitive, and far less deterministic than dedicated hardware unless you pay heavily.
And the price tag ramps fast: you’re looking at millions in upfront hardware or massive ongoing cloud burn, plus networking, monitoring, redundancy, 24/7 ops. The real killer is staffing: a permanent pool of elite engineers (netcode, distributed systems, performance, SRE) easily runs €1–3M+ per year alone.
That’s why EVE Online is basically the only proven benchmark at this scale: one shared universe, partitioned by solar systems, with reinforced nodes and Time Dilation to survive fleet fight hotspots. Even they need extreme engineering to keep it stable.
So “tens of thousands, no sharding” is usually wishful thinking unless you accept hard partitioning, strict interest management, caps, instancing, or TiDi-style slowdown.
Deep wallet required — physics and budgets always win.
https://t.co/10uJihRibV