Reviews Season 12 Eight games 4,100 matches
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Index · Season 12

Every Game We Have Tested This Season, With The Numbers That Decided The Score

Eight online games, four thousand one hundred logged matches, played from four connections across six hosting regions. Where a figure does not apply — peek advantage is meaningless in a trading game — the cell is empty rather than invented.

Four connections · Six regions · Tick rates derived from packet timing

Full reviews

Four games with a complete audit published

A squad of four armoured soldiers advancing through a rain-soaked ruined plaza at night

Verge Squad — 8.9

Nine hundred matches across a tick-rate change that tripled the update frequency and cut peek advantage from a hundred and ten milliseconds to thirty-four.

Tick 60 HzRegions 7Matches 900
Two sleek hover racers streaking through a neon-lit tunnel

Slipstream Nine — 9.1

A hundred and twenty-eight ticks and rollback that shows its work. Still a driving game at two hundred and ten milliseconds on a throttled tether.

Tick 128 HzRegions 5Matches 640
A vast medieval siege at dusk with hundreds of tiny figures on a muddy field

Banner Fields — 6.4

Four hundred players in a single battle, resolved ten times a second. The scale is genuine and the melee cannot be described by the update rate carrying it.

Tick 10 HzRegions 3Matches 480
Complete season table

All eight, with every figure we published

Game Tick rate Regions Score

Slipstream Nine

Racing. Rollback with a visible correction indicator, one hundred and twenty-eight ticks, and the only game here we could not break with a bad connection.

Tick128 Hz
Regions5
9.1

Verge Squad

Tactical shooter. Twenty ticks at launch, sixty after a server-side change, with nothing else altered. Our clearest natural experiment to date.

Tick60 Hz
Regions7
8.9

Rooftop Duel

One-against-one duelling. A hundred and twenty ticks, and a small icon that tells you the exact moment the server disagreed with your client.

Tick120 Hz
Regions4
8.6

Spore Depths

Cooperative survival for four. Thirty ticks, generous interpolation, and a design that assumes players will drop out and rejoin.

Tick30 Hz
Regions6
8.2

Bazaar Run

Trading world. Twenty ticks on movement and full authority on the market, which is the right way round for a game about prices rather than reflexes.

Tick20 Hz
Regions4
7.9

Dock Nine

Space station sandbox. Fifteen ticks, and a hundred-ship fleet battle that degrades into a slideshow at exactly the moment the fight is decided.

Tick15 Hz
Regions4
7.3

Frost Relay

Survival. Thirty ticks and one hosting region, which means excellent design delivered at two hundred and forty milliseconds to most of the world.

Tick30 Hz
Regions1
6.8

Banner Fields

Mass battle. Ten ticks with four hundred players, no latency-based matchmaking, and a melee system that needs at least three times the update rate.

Tick10 Hz
Regions3
6.4

Why the index looks nothing like the ones written on launch week

A launch review sees a server population of enthusiasts, on a build the studio is watching hour by hour, from whichever region the reviewer happens to sit in. It is the least representative test conditions the game will ever have.

We wait, buy at retail, and log from four connections including one deliberately throttled to resemble a poor mobile tether. That is why Verge Squad appears here at 8.9 having been widely written off at launch, and why Frost Relay sits at 6.8 despite design work we admire.

  • Connections Fibre, cable, congested shared line, throttled tether
  • Regions Six, including two we have no local presence in
  • Matches Minimum 300 per game before publication
  • Build Retail, bought with our own funds
  • Revisions Re-logged whenever a server change is detected