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.

Improbable raises $502m series B funding round led by SoftBank

11 May 2017

Improbable announces that it has raised $502m in a round of Series B funding led by SoftBank

Geekzonia by Eventual and Soluis

10 May 2017

Enter a SpatialOS-powered “virtual reality Comic Con for every kind of Geek

Sofa, so good- the SpatialOS VR Starter Project is now live

28 April 2017

SpatialOS VR starter project; giving you the basic functionality of a VR game or application as a starting point for developing your own games and virtual-reality experiences with SpatialOS.

gRPC-Web: Moving past REST+JSON towards type-safe Web APIs

26 April 2017

Michal Witkowski and Marcus Longmuir explore moving past REST+JSON towards type-safe Web APIs

Distributed physics without server boundaries

25 April 2017

Gabriel Gambetta is Tech Lead/Manager of the SpatialOS Community team at Improbable, and in this blog discusses distributed physics without server boundaries.

Memory leak or just calculus?

24 April 2017

Making distributed systems is hard. At Improbable, we like it when our system works, and it makes us sad when it breaks.

The future of the game engine

24 April 2017

Gabriel Gambetta, Tech Lead/Manager of the SpatialOS Community team at Improbable, talks about the future of the game engine.

Improbable named ‘Company of the Year 2017’ by the Cambridge Computer Lab Ring

13 April 2017

Improbable awarded ‘Company of the Year 2017’ by Cambridge Computer Lab Ring

What is the SpatialOS Games Innovation Program and how can it help your project?

11 April 2017

The SpatialOS Games Innovation Program in partnership with Google Cloud, is now live and looking to support up to 100 eligible studios via reduced costs and co-marketing opportunities.

Spilt Milk Studio on: solving issues of scale in Lazarus

7 April 2017

Andrew Smith, Spilt Milk’s Creative Director, explores solving issues of scale in Lazarus using Improbable's SpatialOS