The Studio
About Raven Iron Games
Raven Iron Games is an independent game development and tooling studio. We engineer high-performance dedicated server backends, live world telemetry systems, and companion modding frameworks in C# and .NET for gaming communities worldwide.
From solving Valheim's distributed zone combat simulation in The Raven's Call and Where The Crow Flies to authoring custom batched snapshot netcode for 500+ soldier battles in Iron Cohort 22, we specialize in overcoming tough multiplayer engineering challenges.
Core Philosophy
What We Value
Server-First Authority
We design systems where dedicated servers maintain true world records and telemetry, solving complex distributed simulation models like Valheim’s peer-to-peer ownership without compromising reliability.
Zero Client Overhead
Client companion tools must never degrade player frame rates or clutter HUDs. We build background scouts that aggregate data cleanly and communicate over low-bandwidth routed RPCs.
Precision Tooling
C# and .NET code engineered for clean runtime injection, robust memory management, and atomic data persistence. Every patch is owner-gated, and every wire packet is optimized.
Independent Craftsmanship
We're an independent studio building software directly for players, dedicated server admins, and modding communities — transparent, open, and built to last.
Technology
Our Toolchain
The languages, runtimes, and frameworks powering Raven Iron projects.
Disciplines
Engineering Disciplines
How we structure our development pipeline across systems, runtime injection, and web telemetry.
Lead Systems & Netcode
Dedicated server architectures, RPC serialization, ENet multiplayer, and multi-player state stores.
Runtime Injection & Patching
Harmony method patching, BepInEx plugin lifecycle, owner-side simulation interception, and anti-cheat compliance.
Telemetry & Web Systems
Live browser dashboards, real-time map plotting, Discord webhook event pipelines, and bot integrations.
Multiplayer Engine Design
Boid flocking algorithms, squad formation physics, batched snapshot codecs, and procedural CSG terrain in Godot.