v1.0 Public Alpha Access

Build Competitive FPS Games
In Months, Not Years

Luriframe provides production-ready 128-tick networking, modular weapon systems, and complete esports infrastructure for game development in Unreal Engine 5.

128-Tick
Server Rate
Modular
Weapon Components
64 Players
Network Stable
27 Months
Dev Time Saved
Layer 1

Unrivaled
Networking Core

The foundation of competitive integrity. Our 128-tick authoritative server architecture ensures that every shot counts, every movement is precise, and high-ping players can compete fairly.

DISCOVER LAYER 1
server_tick_rate_comparison.exe
7.8ms / tick
15.6ms / tick
Status: Running

128-tick authoritative server

Industry-standard update rate providing 2x precision over standard 64-tick servers for esports-grade accuracy. Ensures every micro-adjustment in aim and movement is captured and replicated faithfully across all clients.

Client prediction & reconciliation

Advanced movement prediction algorithms that make gameplay feel instant and responsive regardless of latency. Seamlessly handles packet loss and jitter, correcting client state only when necessary to maintain immersion.

Lag compensation

Rewind-based hit verification ensures that what you see is what you hit, fair for players up to 300ms ping. Server-side history buffers allow for precise hit detection against past player positions, eliminating 'ghost bullets'.

Anti-cheat integration

Server-side validation of all inputs and movement, plus easy integration hooks for EAC and BattlEye. Includes speed hack detection, teleportation checks, and sanity validation for all incoming client data packets.

Networking debugging tools

Visual packet loss simulation, hit registration debug overlay, and network performance profiler included. Quickly diagnose desync issues with frame-by-frame network history visualization and bandwidth usage heatmaps.

Bandwidth Optimization

Smart replication graph and delta compression to minimize data usage while maintaining high-fidelity synchronization. Prioritizes critical gameplay data based on distance and relevance to the local player.

gameplay_systems_visualizer.exe
Modules Loaded
14
Event Dispatch
0.02ms
Active Effects
248
Layer 2

Modular
Gameplay Systems

Built on a robust Event-Driven Architecture, Layer 2 provides the building blocks for complex gameplay. From modular weapons to an extensible ability system, everything is data-driven and replication-ready.

Data-Driven Design

Define items, abilities, and stats in data assets without touching code.

Component Based

Plug-and-play components for health, inventory, and interaction.

Modular weapon system

Fully replicated weapon assembly system allowing runtime modification of parts (Barrels, Scopes, Mags). Automatically handles skeletal mesh merging, socket alignment, and stat aggregation for seamless gameplay integration.

Modular gear system

Comprehensive equipment manager supporting multi-layered clothing and armor. Features master pose component integration for synchronized animations and automatic attribute modifiers based on equipped gear tiers.

Premium GAS wrapper

A production-ready abstraction layer over Unreal's Gameplay Ability System (GAS). Simplifies attribute set creation, effect application, and ability activation while maintaining full native performance and network prediction.

Complete combat systems

A robust health and damage framework featuring directional hit reactions, limb-specific damage multipliers, and death animation handling. Fully replicated with server-side validation to prevent exploitation.

HRV tactical vision

Advanced post-process effect system for tactical awareness. Highlights enemies, loot, and objectives through walls with customizable depth stencils, pulse effects, and team-based color coding.

Advanced stat calculations

Hierarchical attribute system supporting base values, additive/multiplicative modifiers, and temporary buffs. Includes a dependency graph to automatically recalculate derived stats (e.g., Stamina Regen based on Agility) in real-time.

Layer 3

Infrastructure &
Progression

The outer loop that keeps players engaged. From skill-based matchmaking to battle passes, Layer 3 handles the persistent world, economy, and competitive infrastructure.

EXPLORE SYSTEMS
matchmaking_service.exe
Online Players
12,408
Avg Queue Time
14s
Matches Active
842

Skill-based matchmaking

Advanced ELO/Glicko-2 based matchmaking system. Balances teams based on skill rating, latency, and party size to ensure fair and competitive matches every time.

Ranked system

Complete competitive ladder infrastructure with tiers (Bronze to Radiant), placement matches, seasonal resets, and decay mechanics for high-ranking players.

Tournament framework

Automated tournament generation and management. Supports single/double elimination brackets, round-robin pools, and automated score reporting via game server integration.

Analytics pipeline

Real-time telemetry ingestion for player behavior, economy balance, and map heatmaps. Integrates directly with Grafana and other visualization tools for data-driven design decisions.

Battle pass & seasons

Flexible progression system supporting free/premium tracks, daily/weekly challenges, and XP boosters. Fully backend-configurable to launch new seasons without client patches.

Spectator & broadcast tools

Professional-grade observer tools including free cam, cinematic paths, player outlines, and instant replay integration. Designed for esports production workflows.

Early Access 2026

Join the Waiting List

Secure your spot in the next generation of competitive game development. Be the first to access the framework when Layer 1 launches.

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Trajectory

Development Roadmap

Our path to redefining competitive fps development.

Q2 2025Phase 1

Foundational Networking Architecture

Establishing the bedrock of the Luriframe network protocol.

  • 128-tick Server Core
  • Lag Compensation V1
  • Replication Graph
Q2 2026Phase 2

Gameplay Systems Integration

Building the modular FPS mechanics and weapon systems.

  • Modular Weapon Builder
  • GAS Combat Wrapper
  • Advanced Movement
Q4 2026Phase 3

Infrastructure & Scalability

Implementing competitive infrastructure and matchmaking.

  • Ranked Matchmaking
  • Global Analytics
  • Battle Pass System
Q2 2027Launch

Public Early Access

Full release of Tier 1-3 licenses to the public.

  • Enterprise Source Access
  • Marketplace Plugins
  • Community Hub
Contact Us

Let's Build the next-gen
Game Framework

Whether you're an indie developer looking for the right foundation or a studio needing a custom enterprise solution, we're here to help you scale.

Email Us

General inquiries & licensing

contact@luriframe.com

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