Players tap to launch a flight and must withdraw before the flight crashes. Each round features dynamic, unpredictable crash points. Players use skill and intuition to determine the safest and most rewarding moment to exit.
Skill-based Crash Curve
Pattern Memory and Reflex Challenges
Multiplayer Real-time Matchmaking
Leaderboards and Skill Rating
Custom Skins and Flight Trails
Daily Task and Streak Bonuses
Practice Mode with Progress Tracking
In-app Purchases
Solo Challenge Mode
1v1 Duels, Group Lobbies, and Timed Tournaments
Frontend: Flutter (Mobile), React.js (Web)
Backend: Node.js + Nest.js
Database: PostgreSQL + Redis
Real-time Engine: Socket.io for Sync
Game Engine Logic: TypeScript-based deterministic logic
Authentication: Firebase Auth + Social Logins
Cloud Infrastructure: AWS EC2
Analytics: Firebase + Mixpanel
Anti-cheat Logic: Frame-locking, pattern validators
Challenge: Avoiding App Store Policy FlagsCrash mechanics often raise red flags with Google/Apple reviews.
Solution: Removed real money interactions completely. Rewrote game logic and metadata to reflect strategic arcade gameplay with no gambling indicators.
Challenge: Ensuring Fair Matching New users often felt outclassed by experienced players in multiplayer games.
Solution: Created a skill-based lobby system using Elo-style rating and added solo mode for practice and XP collection.
Challenge: Designing a Non-gambling Crash MechanicMost crash games are heavily tied to random multipliers and luck.
Solution: Rebuilt the engine to use deterministic, skill-driven curves. Introduced a pattern memory system and predicted ranges, rewarding players who learn sequences and optimize reactions over time.
Challenge: Avoid UI elements like multipliers and cashout buttons that resemble gambling apps.
Solution: Rebranded UI to be arcade-style (no coins, no bets, no payouts). Used energy, flight miles, stars, and experience points to drive progression.
The client wanted a non-gambling version of Crash that still maintained the excitement and addictiveness of the original model. They wanted:
The client wanted to target regions like the USA, Brazil, Indonesia, Egypt, and the Phillippines where hyper-casual gaming had a strong player base.