Gaming Server [20K+ MAU]
I co-ran one of the most successful RuneScape private servers of its era. An OSRS server with 20K+ MAU and 200K+ registered players. We built and integrated custom gambling systems, real-time economy management, and maintained continuous feature parity with the live game.
Monthly Players
Total Players
Years InvolvedContext: I ran this in my teens as my first ever exposure to creating and managing a digital experience at scale. It taught me fundamental lessons in everything from live service architecture to economy design, community management, and game theory mechanics. I operated under an online Pseudonym at the time, hence the server name is redacted for privacy.

Automated lottery system with scheduled draws, progressive jackpots, GP-burn mechanics, and ticket purchasing with scaling costs to avoid whale cornering
First-in-class experimental spectator wagering system. Players could bet on duel outcomes in real-time during the duel
Custom casino game system with provably fair RNG and transparent seed verification
Player-run casino games were also supported but facilitated with anti-scam mechanisms

Gambling rake as a primary gold sink - a percentage of every wager was removed from the economy forever
Tiered trade taxes that increased with transaction value to curb wealth hoarding
Item repair costs, instance fees, and cosmetic purchases designed to burn GP at scale
Donation store and real money revenue systems designed to avoid P2W mechanics

1,500+ concurrent players at peak, top-tier for any RSPS
Hundreds of thousands of monthly active users across a sustained multi-year run
DDoS mitigation, load management, and graceful degradation under traffic spikes
Community moderation at scale with staff teams, automated chat filtering, and scam prevention

Near 1:1 parity with official OSRS. The server's identity was authenticity within the grind
Rapid implementation of new OSRS updates, often following within days of official release
New item definitions, NPC behaviour, quest logic were all reverse-engineered and implemented
Community-driven prioritisation of which OSRS features to port next