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Real-Time Multiplayer, Where Every Millisecond Is a Fairness Question

PokerBaazi is one of India's largest homegrown poker platforms, built by Baazi Games. Thousands of simultaneous tables, synchronised turn by turn across mobile networks, on infrastructure where a dropped connection has to be handled as a rules question rather than a refresh.

Build Your Real-Time Platform

About the Project

PokerBaazi is the poker vertical of Baazi Games, an Indian skill-gaming company founded in 2014 that also operates BalleBaazi for fantasy sports and RummyBaazi for rummy. The platform runs Texas Hold'em and Pot Limit Omaha cash games and tournaments, and states a registered base of more than six million players. Following India's 2025 online gaming legislation, PokerBaazi moved to a mobile-first, subscription-based free-play model in which players earn redeemable reward points — a change in commercial model that leaves the underlying real-time engineering problem unchanged.

Industry

Online Skill Gaming and Real-Money Entertainment

A category where the software is the game: correctness, fairness and latency are the product, and a defect is visible to every player at the table at once.

  • Skill Gaming
  • Real-Time Multiplayer
  • Consumer Mobile
The Platform

Texas Hold'em and Pot Limit Omaha, cash tables and tournaments

Baazi Games states PokerBaazi is home to more than six million players, running scheduled tournaments alongside continuous cash games.

  • Cash Games
  • Multi-Table Tournaments
  • Mobile and Web Clients
Real-Time Core

WebSocket game state, Redis in memory, Node services on AWS

The stack recorded for this project: persistent socket connections carrying table state, Redis holding the state that cannot wait on a database, MongoDB for durable records and AWS underneath.

  • Node.js
  • WebSocket
  • Redis
  • MongoDB
  • AWS
Players

Recreational players and serious grinders on the same tables

One audience plays a few hands on a commute, the other plays several tables at once for hours. The same client has to serve both without favouring either.

  • Casual Players
  • Multi-Tablers
  • Tournament Regulars
Operating Context

Indian mobile networks, Indian regulatory change

A platform in this category has to hold a synchronous game together over inconsistent mobile connectivity, and absorb regulatory shifts that change the commercial model without rewriting the game engine.

  • Mobile-First
  • Variable Connectivity
  • Regulated Category
Build your idea

Talk to our experts

Scope a real-time multiplayer, live-event or high-concurrency consumer platform.

  • Free Consultation

A Poker Table Is a Distributed System That Cannot Disagree With Itself

Every player holds a view of the same hand, and any divergence between those views is not a bug report — it is a dispute about money.

Shared state
Nine players, nine devices, one hand in progress. Each client has to see the same pot, the same action and the same clock, and the server has to remain the only authority on all three.
Turn clocks
A turn timer is part of the rules. That makes network delay a fairness problem: a player whose connection lags must not lose a hand to latency, and a player who exploits the timer must not gain from it.
Peak nights
Traffic in this category is spiky by design. Scheduled tournaments start at an announced time, which means the platform meets its highest concurrency at a moment everyone already knows about.

Thousands of tables,
one authoritative state,
held together over mobile networks

Build Your Real-Time Product

How a Platform Like This Is Built

  • Authoritative Game Server

    Authoritative Game Server

    Authoritative Game Server

    • The server owns the hand: deal, action order, pot and showdown are decided server-side and broadcast, never computed on a client
    • Clients render state and send intent, which is what keeps a modified or stale client from affecting the outcome of a table
    • Node services carry the game loop, chosen for connection concurrency rather than raw computation
  • WebSocket State Synchronisation

    WebSocket State Synchronisation

    WebSocket State Synchronisation

    • Persistent socket connections push table state to every seat, so action, timer and pot move together across devices
    • Reconnection is a first-class path: a player who drops mid-hand rejoins the hand as it stands rather than restarting a session
    • Message volume is shaped per table, because a broadcast per keystroke across thousands of tables is its own outage
  • In-Memory State With Durable Records

    In-Memory State With Durable Records

    In-Memory State With Durable Records

    • Redis holds live table state, where a database round trip per action would show up directly as lag at the table
    • MongoDB carries the durable side — accounts, hand history, results — that has to survive a process restart
    • The split matters most on recovery: live state can be rebuilt, but a settled hand has to be reconstructable exactly
  • Scaling for Scheduled Peaks

    Scaling for Scheduled Peaks

    Scaling for Scheduled Peaks

    • Tournament start times concentrate load, so capacity is planned against known peaks rather than an average
    • AWS infrastructure carries the elasticity, with table distribution designed so one busy shard does not stall unrelated games
    • Degradation has to be partial by design: a problem on one table cannot become a platform-wide incident

What Real-Time Gaming Demands of the Engineering

Hover a row for the problem behind it.

What This Build Demonstrates

Engineering for consumer scale where correctness is non-negotiable.

Global presence

Three offices. One team.

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