22,000 Reviews, 4.8 Stars, and Infrastructure That Scaled Automatically

Written in collaboration with
Sinn Studios
Key Highlights
Edgegap's on-demand orchestration spins up game servers within seconds of a match request, matching real player demand without pre-warmed machines sitting idle. That automation freed Sinn Studio from capacity planning and kept their focus on building content for an audience that kept coming back.
Sinn Studio's deployment strategy required container support. Edgegap's container-native orchestration delivered it without compromise, unblocking a workflow the team had already committed to.
The integration ran over standard HTTP rather than a complicated plugin, and the Edgegap team was available over Slack throughout the process and beyond. Fast to ship, with real support when it mattered.
The Studio
Sinn Studio Inc. is an award-winning XR studio based in Toronto, Canada. They started in 2017 with a development team of one. Today they are 30+ people working out of a physical headquarters in Canada's largest city, and they have built their reputation on one thing in particular: XR combat. That focus shows up in their proprietary tools, in their melee systems, and in the kinds of problems they take on rather than route around.
ZOMBONK is another of their breakout multiplayer hits. It borrows from zombie shooters and dungeon crawlers in equal measure. Load up with a weapon, a stack of ammo, and a cheeseburger. Pick a map. Push deep. The further you go, the better the loot and the harder the enemies, and the whole game lives in the tension of getting back to extraction with everything you found. Squads of three to six players hit a kind of flow state pushing the same zone together, cracking crates, taking down monsters, and trying not to lose it all on the way out.
That depth earned ZOMBONK over 22,000 reviews on the Meta Quest Store and a 4.8-star rating, placing it among the most acclaimed titles in its VR category.
The Challenge
ZOMBONK's co-op loop lives or dies on two things: how fast players can drop into a session, and how well they stay in sync once they are in. In VR, those bars are higher than almost any other genre. WiFi headsets introduce latency before a single packet ever reaches a server. Poor server placement compounds it. The result is loot that lags, enemies that rubber-band, and hit registration that breaks at the exact moment a player swings.
That is the surface problem. Behind it, Sinn Studio was dealing with three issues that fed into each other:
Their infrastructure required warm machines, servers pre-allocated and running ahead of player demand. The studio absorbed that cost continuously, regardless of how many players were actually online. At the scale of ZOMBONK's audience, that idle overhead added up fast.
The team had already moved toward a containerized deployment strategy, but their previous vendor had a known incompatibility that made it impossible to execute. That forced workarounds and slowed the iteration cycle.
The complexity of managing their own infrastructure was pulling engineering time away from the game itself.
As Adam Ball, a developer at Sinn Studio in charge of DevOps at Sinn Studio, put it:
"We wanted to eliminate the need for 'warm' machines to handle player influx. We wanted to use containers, but our previous vendor had a known issue that made it impossible. We wanted quicker iterative cycles. We wanted simplicity."
Every hour spent on infrastructure was an hour not spent on the game. New maps, new enemies, new content. A player base this engaged keeps asking for more, and the team needed room to keep delivering.
The Solution
After evaluating their options, Sinn Studio moved to Edgegap's game server hosting and orchestration.
The container compatibility issue resolved itself. Edgegap's orchestration is container-native, which meant the deployment approach Sinn Studio had already committed to worked without modification. No workarounds, no reshaping the workflow to fit the platform.
The warm machine problem was solved by design. Edgegap's on-demand architecture deploys a game server within seconds of a match request and shuts it down when the session ends. No pre-warming, no reserved capacity sitting idle between sessions. Sinn Studio now pays for actual compute usage, scaled directly to real player demand.
"The Edgegap system allows servers to be created on demand within seconds, enabling us to respond immediately to demand."
Integration was the next pleasant surprise. Standard HTTP rather than a proprietary plugin, the kind of clean, familiar interface a team can move on quickly.
"The integration using standard HTTP instead of a complicated plugin was great."
The Edgegap team was on Slack throughout, working alongside Sinn Studio to close gaps as they came up.
"The Edgegap team collaborated with us over Slack to make the integration as quick and as seamless as possible."
And that support did not end at launch.
"The Edgegap team remains available for discussion after integration is complete."
Put it all together and Sinn Studio got back what they actually needed: time. Time to build content. Time to iterate. Time to keep engaging an audience that had already shown up in force.
Conclusion
ZOMBONK landed on the Quest Store with a strong game and a community that responded to it. Twenty-two thousand reviews and a 4.8-star rating are not accidents. They are the result of a studio that stayed focused on the right problems and a platform that handled the rest.
Edgegap kept the infrastructure quiet in the background. Servers scaled to real demand. Containers ran without compromise. Support stayed close from integration onward. Sinn Studio kept their attention on making a great F2P shooter looter, which is what they do best.
The players said the rest.








