One Strike. Global Reach.

Written in collaboration with
Triple Hill Interactive
Key Highlights
Die by the Blade has no health bars. Every exchange is decided in a single strike, making lag not just frustrating but game-breaking. Edgegap's patented edge placement automatically deploys servers at the closest available location for each match, giving players the responsive, frame-precise online experience the game's mechanics demand.
Fighting game audiences are notoriously spread across regions. Edgegap's regionless network of 615+ locations worldwide ensured Die by the Blade was reachable everywhere at launch, without forcing the team to make trade-offs between coverage and cost.
Dedicated server infrastructure at scale typically demands significant backend investment. Edgegap's automated orchestration handled deployment, scaling, and regional selection automatically, letting Grindstone stay focused on the game.
The Studio
Triple Hill Interactive is an independent game development studio based in Košice, Slovakia, and the developer behind Die by the Blade. The game is published by Grindstone, a boutique production and publishing company also rooted in Slovakia, founded in 2017 by industry veteran Peter Nagy with a clear mission: help developers ship games that compete on global markets.
That context matters. Building a competitive online multiplayer game from Central Europe, for a global fighting game audience, puts the infrastructure question front and center from day one. Reach and latency are not abstract concerns. They are the difference between a ranked mode players return to and one they quietly abandon.
Die by the Blade strips the fighting game genre to its sharpest edge: no health bars, one-hit kills, and a moveset defined entirely by the player's choice of blade. Set in a samuraipunk world fusing traditional Japanese aesthetics with cyberpunk culture, players clash across neon-soaked city streets and snow-covered countryside arenas. A tense, read-your-opponent experience where a single misstep ends the match.
The Challenge
Die by the Blade's one-hit-kill design is unforgiving by intention. That same quality makes latency a critical problem. A delayed input or desync event that might go unnoticed in a traditional fighter becomes immediately decisive here. For online ranked play to work, the connection between players has to be as sharp as the game itself.
At the same time, fighting game communities are inherently global and fragmented. Reaching players across regions without paying for region-by-region infrastructure, or accepting degraded performance in underserved markets, is a challenge every niche multiplayer title faces.
Grindstone needed dedicated server infrastructure that could meet those latency requirements worldwide, deploy reliably, and operate without demanding constant backend attention.
The Solution
Edgegap's orchestration is built on a regionless edge network spanning 615+ locations worldwide. When a match is created, Edgegap's patented decision-making system deploys the game server at the optimal location for the players in that session, minimizing round-trip time automatically. No manual region selection. No cold starts.
For a game where one frame can decide the outcome, that placement matters. Players in previously underserved regions got the same quality of connection as those in major markets, without any additional infrastructure cost.
Edgegap's just-in-time deployment model also meant Grindstone only paid for compute that was actually in use. Servers spin up when a match starts and come down when it ends. No idle capacity, no overprovisioned clusters sitting ready for a peak that may not come.
The integration itself was straightforward. Clear documentation and responsive support got Die by the Blade onto the platform quickly, without pulling the team into prolonged backend work.
Conclusion
Die by the Blade asks a lot of its online infrastructure. A game built entirely around the decisive weight of a single strike has no tolerance for the lag that makes most online fighters feel like a coin flip. Edgegap's global edge deployment and automated orchestration gave the game the foundation it needed to deliver that experience to players wherever they are.
As Peter Nagy, CEO of Grindstone, puts it:
"Edgegap gave us the global infrastructure we needed. We're happy with how it performed for Die by the Blade."








