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.

Bringing modern tactical combat to SpatialOS with Offworld Industries

26 April 2019

Squad developers Offworld Industries have helped us create a tactical-combat look for an Unreal Engine Shooter Game prototype.

Metric monitoring architecture at Improbable using Thanos

26 April 2019

At Improbable, we developed the widely-used, open source metrics project Thanos to enable reliable monitoring at a global scale. Here’s how we use it ourselves.

Introducing: the new Inspector

16 April 2019

We’ve rebuilt the Inspector, our virtual world visualisation tool, to be more modular and customisable.

Online services are coming to SpatialOS

19 March 2019

SpatialOS’ new online services will help you launch and operate your online game.

SpatialOS is coming to mobile

16 March 2019

The SpatialOS Games Development Kit (GDK) for Unity is now in pre-alpha for mobile game experimentation.

Godot, SpatialOS and engine integration

15 March 2019

If you’ve ever wanted to integrate SpatialOS with an engine other than Unity or Unreal, then our developer Charlie Micou has an experimental Godot integration and can tel

Improbable announces first internal studios in Edmonton and London

8 March 2019

Former BioWare General Manager Aaryn Flynn is leading development in Edmonton, with a new London studio fronted by former DICE producer John Wasilczyk.

SpatialOS now supports Xbox One and PlayStation 4 development

5 March 2019

Improbable’s multiplayer game platform SpatialOS now works with the two leading games consoles.

Introducing KCP: a new low-latency, secure network stack

15 February 2019

Introducing support for KCP, an additional UDP-based network stack, in the SpatialOS 13.6 release. KCP provides a low-latency, secure network connection designed specifically for unreliable network conditions.

Improbable at Hack Cambridge 4D 2019

13 February 2019

Improbable once again attended the University of Cambridge’s annual hackathon in 2019. We set a challenge to use a probabilistic programming language to write an AI for a game.