You ought to really add a contact us section to your website. In your FAQ you advise people to contact in the off chance that they might be of use to your fan project. Maybe it's because it's 5am but I can't seem to find a way to contact you. Anyway, after poking around some of the assemblies that come packaged with your client I have to say I my interest was piqued. Lo and behold, Photon3Unity3D.dll. I was excited as I thought you were using Photon Server SDK. I've been utilizing that SDK for quite some time. I've been working on a massive project for awhile that attempts to wrap Photon as heavily as possible to keep the mmorpg-like cluster of applications I'm writing as agnostic as possible (but I'm lazy sometimes). What I've currently got is what I believe to be a maintainable, well at least code metrics claim so lol, serverside that should be quite scalable. It supports, and I've tested such, multiple gameservers as well as region servers. Don't sound like much but in a couple of days it'd be cake to launch several gameservers hosted anywhere with several other region servers connected to each gameserver. Think of a region like a zone in WoW. All written with scalability in mind. Say you're writing a floor based MMO with 100 floors or so. You could host 25 each on 4 separate terminals. Or, but what I'm working on doesn't allow for this, you could have a single region application host logic for several floors at a time. But enough about this. The system consists of 4 pure C# server applications and 1 Unity3D application; sadly I just don't believe there is an efficient way to handle collision, AI and Physics in pure C#. It's more likely that I'm not good enough to do so though and there is a solution out there. Just started work on the region server portion a couple days ago. I'm working on it, its scalability and its threadsafety. I want to make sure this is thread safe in the event that I choose to set the region logic that the gameserver manages to a completely different thread. Although I've access to 4.5 Tasks I only use them for non-time sensitive operations for obvious reasons. A lot of the blocking logic would most likely happen on the region application itself or on the threadpool through Tasks. With the setup I've written it's quite easy to designate a particular package/packet to be handles as a task or on the main thread. It's quite neat. Don't try to guess how I'm handling it though, I'd say it's quite unorthodox but it sure makes for clean looking code. Sadly though, after poking into your assemblies further than just at face value I realized you're not using Photon Server SDK. You're using Cloud or Pun. =( hope you don't mind if I share this 2 lines that I found in your project http://puu.sh/8PAM5.png I won't say that your networking lib is stinky or that it won't eventually support an mmo but I won't say it'll ever hold up in the end. While poking around your god pattern implemented networking class I noticed you're making web requests for some things. Not trying to be a jerk but that won't work in the end either. And a God pattern is never elegant, but clientside code... what can ya' do. Clientside code is never pretty. I can't say I like the code, god pattern everywhere isn't exactly beautiful, but the visual components that your project has are enticing. If you've done the art yourself it's pretty good. I'm not a designer, nor an artist nor anything of that type. I enjoy network programming, I like writing server applications and I like the challenges that come with it. Synchronizing between several different applications, preparing for future scalability, pondering efficiency, security, abusability and potential exploits. It's all pretty interesting to me. I'd have listed serialization but with Protobuf-net it's not much fun anyway =( it takes too much of the challenge out of it. If your team needs someone who can take your networking to an MMORPG level, meaning several applications external to Unity3D giving benefits that I'm sure I don't need to list, then I'm interested. Hopefully your not put off from my intrusion into your assemblies or my blunt/forward-ness. So, networking at your service if you'd like. If you give me some time I can present a PSO themed demo of the massive serverside I've been working on. It's written with scalability, maintainability and functionality in mind thus far. While I believe a networked game, and several features, can be hastily written I do not subscribe to the idea that such an effort will ever support real-world scenario traffic or usage. It's 5am so I'm going to sleep, but I'll check back. You can add me on Skype at: email@example.com P.S. If you don't want me I'd really advise you redesign your clientside at least. Everything of interest that I was poking around for was in some sort of self-proclaimed ___God class. PP.S. You shouldn't be keeping several mysql connection alive in your netGod. Connections are meant to be short lived, disposed of via the Disposable pattern and then gotten back when needed. Pooling happens under the hood so don't cache them. Maybe reflector is failing me but I don't even see you making reference to them in your code. Database stuff like that shouldn't ever happen at the client level though. You've completely exposed connection string. Like literally. I'm in your Database http://puu.sh/8PCuJ.png and with that I'll leave you for now.