INTRODUCTION
Digital gaming company embarks on migration journey
Helsinki-based mobile games studio Futureplay began life in 2015. A start-up conceived by five individuals passionate about creating great games in a low-hierarchical work environment. It has since grown, having been acquired by Plarium in 2021, and now has a team of 73. Among its portfolio of games is the Merge Gardens ‘puzzle game’, combining Match-3 core with merge progression. The game underwent a rebranding in January 2023. Though players had enjoyed the mechanics and feel of Merge Gardens since its launch three years previously, it needed a narrative and play metrics had hit a plateau. With the rebrand came the introduction of a strong story arc, a cast of characters, plot twists and enhanced UI. All supported by a series of impressive CGI marketing videos broadcast on social media.
“And it’s taking off,” says Jarkko Laine, tech lead at Futureplay Games.
THE CHALLENGE
Managing live operations quickly to enable growth
On the back of the rebrand, and impressive teaser videos, installations of Merge Gardens by new players began to rocket. Player numbers are currently around 10 million. What Futureplay lacked however was its own server backend, a means of managing live operations within the game in terms of campaigns, offers, events for players, and bringing those together.
Since the launch of Merge Gardens, the company had relied on a third party software-as-a-service backend for storing player state (player name, score, game history), configuring campaigns, and keeping the game running. This approach was effective before the rebrand, as the small staff allowed Futureplay to deploy updates without the need for a dedicated server team or extensive server management.
“Third party solutions were great when there were few people in the team - it lets you get started quickly,” explains Berkay Uckac, server-side software engineer at Futureplay. “And with the scale we had back in 2020/22, it was fine. But with millions of players and lots of marketing attraction, we want to run tests, we want to update quickly, and if those third-party solutions don't have support out of the box, then you start to hit limits.”
For the studio to iterate faster and fully optimize the clear growth potential of its most popular game in a market that’s all about keeping players engaged - it needed to bring this core tech in-house, so it could build on it in the future. “We also needed to get all the data in, on our own systems, and bring those pieces together so it would be easier and quicker to manage,” explains Jarkko.
“So that's where this journey of ‘let's try to make something’ began,” adds Berkay.

