Improbable news and blog

The cost of creativity: balancing innovation with commercial success

10 November 2020

We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.

How to survive GDC 2018 (Updated)

9 February 2018

Improbable's guide to getting the best out of Games Developer Conference (GDC) 2017 in San Francisco

Building the next generation of online games with NetEase

2 February 2018

Improbable signs agreement with NetEase, a leading Chinese Internet technology company.

Introducing kEdge: a fresh approach to cross-cluster communication.

25 January 2018

Bartek Plotka, Software Engineer at Improbable, discusses a fresh approach to cross-cluster communication with kEdge.

Improbable at GDC 2018- see you in San Francisco?

24 January 2018

This March, we’re taking SpatialOS to the Moscone Center in San Francisco for another massive Games Developer Conference. Join us at booth 1031 in the south hall.

From Prussia with love: A history of simulated war games

15 December 2017

We look at the last century of simulated war, and how SpatialOS could change it all.

PlayRaven and Improbable partner to bring SpatialOS technology to upcoming mobile development project

7 December 2017

PlayRaven have partnered with Improbable to explore possibilities for SpatialOS

PlayRaven announces technology partnership to explore the benefits of mobile development with SpatialOS

7 December 2017

Improbable welcomes PlayRaven onto SpatialOS, coinciding with the start of development on a new game project, codenamed Project Metro, which will explore applications of SpatialOS to mobile game development.

Design toolkit: 5 core elements from survival games

21 November 2017

We take a look at the core gameplay elements and mechanics that Survival Games need to succeed.

Thinking spatially: persistent worlds

17 November 2017

Designing games for SpatialOS requires new ways of thinking. Here we explore the challenges of creating truly-persistent games.

Worldbuilding: what can map design tell us about game design?

10 November 2017

Improbable’s Ollie Balaam looks at cartography in games from Far Cry to Worlds Adrift.