AshenSiegeLegacy.live

Game IT — Toronto

We keep your game online.

AshenSiegeLegacy is a Game IT crew out of Kensington Market. We build engines, wrangle multiplayer netcode, and keep live services standing when the raid hits 3 a.m. traffic. No agency fluff — just engineers who ship.

Studio workstation running a multiplayer game build
Est. 2013 · 240+ titles shipped

What we run

Services built for shipping games

Pick one line or the whole pipeline. Every engagement starts with a free 45-minute technical audit at our Augusta Avenue studio or over a call.

C++ and Rust engine modules, editor tooling, and asset pipelines tuned to your art team. We profile frame budgets down to the millisecond and hand back documented, buildable source — not a black box.

Authoritative servers, rollback and lag-compensation, matchmaking, and region routing. We run load tests that simulate 50,000 concurrent players before you ever touch a launch button.

Event pipelines, funnel and retention dashboards, A/B rollout tooling, and season scheduling. Know which weapon nerf tanked your D7 retention within hours, not weeks.

Server-side validation, anomaly detection, encrypted transport, and pen-testing of your client. We close the exploits speedrunners will find on day one so your leaderboards stay honest.

Containerized GPU fleets, sub-20ms edge routing across Canadian regions, and autoscaling that spins down when the servers empty out. Play-in-browser demos without a download wall.

The crew

Engineers who actually play

A tight team of nine working out of a converted print shop on Augusta. These four lead the work you will talk to most.

Priya Rao, Engine Lead
Engine Lead

Priya Rao

Twelve years in C++ rendering. Shipped two AAA console launches before co-founding the studio. Owns the frame budget like a hawk.

Marcus Bélanger, Netcode Architect
Netcode Architect

Marcus Bélanger

Rollback fanatic who once debugged desync over three time zones during a live tournament. Writes the load-test rigs nobody else wants to.

Dani Osei, Live Ops & Analytics
Live Ops & Analytics

Dani Osei

Turns raw event firehoses into dashboards your producers can read at a glance. Believes retention is a design problem, not a marketing one.

Wren Kowalczyk, Security Engineer
Security Engineer

Wren Kowalczyk

Former competitive FPS cheater turned anti-cheat lead — poacher-turned-gamekeeper. Finds the exploit before your Discord does.

Track record

Numbers that held up under load

Measured across the last twelve months of client launches and live operations.

240+Titles shippedIndie jams to console AAA since 2013.
18 msMedian edge latencyAcross Toronto, Montréal & Vancouver regions.
99.98%Live service uptimeRolling twelve-month average, incidents included.
50kConcurrent load testedSimulated players before every launch we run.

Word on the street

What studios say after launch

Real clients, real launches. We asked them to be specific.

"Our co-op shooter desynced constantly in beta. AshenSiegeLegacy rebuilt the netcode on rollback in six weeks and our launch-week crash rate dropped to basically zero."
Jordan M.Studio Lead, Hamilton ON · March 2025
"They caught an item-duplication exploit during their audit that we had shipped past two publishers. Their security pass paid for itself before we even went live."
Sofia L.Producer, Montréal QC · January 2025
"The live-ops dashboards changed how we run seasons. We spotted a retention drop from a balance patch on day two and reverted it before the weekend spike."
Ethan W.Design Director, Toronto ON · November 2024
"Browser streaming demo went from idea to playable in three weeks. Conversion on our Steam wishlist jumped noticeably once players could try before installing."
Amara T.Founder, Ottawa ON · September 2024
"They profiled our engine and clawed back eight milliseconds a frame on mid-range GPUs. That is the difference between a 30 and a 60 for a huge chunk of our players."
Ben K.Technical Artist, Kitchener ON · July 2024
"Straight talk, no agency theatre. They told us which feature to cut to hit our date, and they were right. We shipped on time for the first time in three projects."
Nadia P.CEO, Toronto ON · May 2024

Pricing

Plans that scale with your player count

Retainers billed in CAD. Annual billing knocks two months off. No lock-in past 30 days.

Indie

For solo devs and small teams shipping their first live title.

CA$1,900/mo
  • Managed multiplayer servers, up to 2k CCU
  • Weekly build & deploy support
  • Core analytics dashboard
  • Business-hours support (ET)
  • One region: Toronto
Get started

Studio

Most picked

For funded studios running an active live-service game.

CA$4,200/mo
  • Managed servers, up to 20k CCU
  • Rollback netcode tuning
  • Full live-ops & retention suite
  • Anti-cheat monitoring
  • Three Canadian regions
  • On-call escalation, 24/7
Get started

Enterprise

For AAA launches and high-concurrency tournaments.

CA$9,800/mo
  • Unlimited CCU, autoscaling GPU fleets
  • Dedicated netcode & security engineers
  • Cloud streaming infrastructure
  • Custom SLA with uptime credits
  • Global edge routing
  • Launch-day war room on-site
Get started

Get in touch

Tell us what you are building

Drop the details and we will come back within one business day with a technical read and a rough plan. First 45-minute audit is on us.

Studio & contact

Kensington Market drop-ins welcome — buzz the print-shop door on Augusta.