Andromeda

Operational Overview
A full mod + backend revival stack for Enemy on Board: Avalonia installer (Win/Linux), a from-scratch mod with zero docs, and dockerized game servers + Core REST API deployed on cost-optimized GCP with CI/CD releases and in-mod update warnings.
Andromeda is an end-to-end multiplayer revival stack for Enemy on Board — not just a mod. It combines client patching, a cross-platform installer, and a production backend into one coherent system.
Why it’s hard
Built with 0 official docs: behavior was derived from the shipped game via reverse engineering. The goal wasn’t a toy server — it had to be stable in production for real players.
What ships together
- Installer (Avalonia, C#): Windows + Linux. Installs prerequisites (incl. MelonLoader), downloads the correct mod from GitHub releases, and applies config. Install time: ~5 seconds.
- Mod (C#): built from scratch; runtime patching + gameplay integration.
- Core (REST API): coordination layer.
- Dockerized game servers: reproducible deployments.
Deployment
Runs on GCP with machines that are suspended/started to avoid idle costs. GitHub CI/CD drives production deployments. The mod is update-aware and warns users to prevent client/server version drift.
Impact
Hit ~40 CCU immediately after release and revived the game with a stable ecosystem + near-instant onboarding.
System Specifications
- Year2026
- CategoryGame Modding + Backend Infrastructure
Featured Breakdown
Problem: A multiplayer game becomes unplayable when its backend path disappears — especially with **no documentation**, and when mod installs are fragile/manual.
Approach: Reverse-engineer behavior, implement the mod from scratch, ship an Avalonia installer for instant setup, and run dockerized servers + Core REST API on cost-optimized GCP, with CI/CD releases and client update warnings.
Impact: **~5s installs**, strong production stability, immediate adoption (**~40 CCU**), and a foundation to iterate without breaking users.