Queued matchmaking had never been considered anywhere in the planning docs - not as planned work, and not even on the explicitly-deferred list. It is a launch requirement, so record the design before code. Add docs/MATCHMAKING.md covering the model change (community-server -> per-match allocation), the decision to use Steam for identity and a project-owned backend for queue/rating/allocation, what the existing server already provides (--max-matches=1 is the allocation primitive, ServerConfig, the roster, MatchState), the casual/ranked ruleset split, and the open questions - rating algorithm, team-to-individual rating, and the server cost that allocated matches reintroduce. Ranked is hard-blocked on Phase 7 Steam auth tickets: slot reclaim is keyed by display name today, and a rating on a spoofable identity is worse than no rating. Add Phase 8 to multiplayer-next.md, and correct README/CLAUDE.md/ TECH_STACK.md, which asserted no backend exists or is planned - true before this was scoped, wrong now.
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Matchmaking — casual and ranked queues
Design scope for online casual and ranked play. This is a 1.0 launch blocker, not a post-launch addition.
Nothing described here is implemented yet. This doc exists to record the
decisions and the reasoning before code is written; per-task implementation
evidence belongs in multiplayer-todo.md once work starts, and the live
checklist lives in multiplayer-next.md.
The model change
The multiplayer that exists today is a community-server model. A
dedicated server runs forever: it waits for --min-players by roster,
counts down --start-countdown, loads the next arena from the rotation,
plays a match, returns to the lobby, and repeats (server_match_loop.gd).
Players reach it by direct IP, and after Phase 7 by a Steam server browser.
The server is the durable thing and players come and go around it.
Queued matchmaking inverts that. Players are the durable thing: they enter a queue, a matchmaker groups them by rating and region, and a server is allocated for that one match and torn down afterwards. Both models can coexist — community servers via the browser, queues via the matchmaker — and they should, because the server browser is already most of the way to done.
Hard prerequisite: verified identity
Ranked cannot ship before Phase 7's Steam auth tickets.
Slot reclaim is currently keyed by display name (see
--slot-reservation-seconds, and the known-issues list in
multiplayer-next.md). A rating attached to a spoofable identity is worse
than no rating at all: it is trivially farmed, and it invites players to
invest in a ladder that cannot be defended. "Ranked is critical" therefore
raises the priority of Steam identity rather than routing around it.
Casual queueing has a weaker requirement — it still needs stable identity for abandon penalties and ban enforcement, but the cost of a compromise is lower.
Architecture
Decided: Steam for identity, a project-owned backend for everything else.
This reverses the "no backend" position stated in
TECH_STACK.md and README.md, which described the state
of the project before matchmaking was scoped. The dedicated server remains a
Godot export; the new service is separate from it.
The alternative — Steam-native matchmaking (lobbies plus Leaderboards or User Stats as the rating store) — was rejected on two grounds. Steam lobby matchmaking has no real concept of a skill distribution to match against, and Leaderboards are a display surface rather than a rating store with the transactional guarantees a ladder needs. It would also permanently bind the game to Steam, foreclosing other platforms.
Components
| Component | Runs where | Responsibility |
|---|---|---|
| Steam auth ticket validation | backend | Turn a client-supplied ticket into a verified SteamID via the Steamworks Web API. The only trusted source of identity. |
| Queue / matchmaker | backend | Hold queued players per playlist and region; form matches on rating proximity with a widening tolerance over wait time. |
| Rating store | backend (DB) | Per-identity, per-playlist rating and match history. Written only by the backend, never by a game client. |
| Server allocator | backend | Start a dedicated-server instance per formed match, hand its address to the matched clients, reclaim it on exit. |
| Dedicated server | Godot export | Unchanged simulation. Gains a mode where the roster is assigned rather than open, and reports a result at the end. |
| Game client | Godot | Queue UI, estimated wait, accept/decline, connect-on-assignment, post-match rating delta. |
What already exists and gets reused
The server side needs less new work than it looks:
--max-matches=1already makes the server drain andexit(0)after a single match. That is precisely the lifecycle a per-match allocator wants; it was built for CI, and it generalises for free.ServerConfigis a single-source-of-truth flag table with strict validation — new allocation flags are declared in one place and are automatically parsed, type-checked, config-file-backed and documented.--min-players/--start-countdown/--slot-reservation-secondsare the match-formation primitives, and they already count roster members rather than raw peers.MatchNet's roster already survives the lobby→match transition, which is the structure an assigned roster slots into.MatchStatealready has a legal-transition table with wire-stable integer values, so new lifecycle states append cleanly.
What is genuinely new
- The backend service itself (process, deploy, DB, ops) — nothing like it exists in this repo today.
- Server-authoritative match results: the dedicated server must report the outcome to the backend over a channel a client cannot forge. This is the first non-ENet/SDR network path in the project (see TECH_STACK's "no HTTP layer" note, which this supersedes).
- An assigned-roster server mode: only the matched SteamIDs may take a slot, replacing the current first-come model.
- Client-side queue UI and the accept/decline flow.
Casual vs ranked
They are different playlists, not a difficulty toggle, and their rules diverge in ways that affect the server:
| Casual | Ranked | |
|---|---|---|
| Rating | Hidden, used only for matching | Visible, with tiers |
| Backfill on disconnect | Yes — keep the match playable | No — the match is rating-bearing and must not change shape mid-way |
| Bots filling empty slots | Acceptable (--fill-bots exists) |
Never |
| Abandon penalty | Light (short queue cooldown) | Real (rating loss, escalating cooldown) |
| Arena selection | Full rotation | Restricted set, so a variant nobody has practised can't decide a ladder match |
| Party / premade | Unrestricted | Constrained by size and rating spread |
Note the arena constraint interacts with an existing rule: elevated-goal
variants are Free-Play-only until a checkpoint trained on
training_elevated.tscn is promoted (arena_registry.gd). Ranked's arena
set should be drawn from "random": true arenas only.
Open questions
- Rating algorithm. Glicko-2 is the default recommendation over plain Elo: it models rating uncertainty, which matters enormously for a small launch population where most players have few games. Not yet decided.
- Team rating from individual ratings. How a 3v3 match's outcome distributes across six players is a separate design problem from the rating system itself.
- Server cost. Allocated servers cost real money per match, unlike
community servers that players host themselves.
README.md's original note about a subscription to fund servers is suddenly load-bearing again. Population size and match length set the bill; this needs a number before launch, not after. - Region / ping policy. How much rating tolerance to trade for latency, and whether cross-region is ever allowed at low population.
- Placement matches and whether ranked has a soft reset per season.
- Backend language and hosting. Not chosen. It does not have to be C# despite the original README framing — that framing was aspirational and predates every real decision in this project.
Explicitly out of scope
Tournaments, in-game leaderboards beyond a personal rank display, cross-platform play with non-Steam identity providers, and spectator/observer tooling for ranked matches. None are precluded by this design; none are launch scope.