


Real-time games are honest: any lag is visible to every player in the room at once. The bell had to feel instant — under 100 milliseconds from tap to result, for everyone:
We engineered the realtime layer on websockets with a sub-100ms bell mechanic, multiplayer rooms and live feedback — tuned until the bell felt physical.



Hit the Bell proved the studio’s realtime engineering — a multiplayer game where the entire product is a latency budget, and it holds.
For us at Inspo, Hit the Bell is the kind of build we like best: one hard constraint, engineered until it disappears.
Next projects.
(2022-26©)



