A games studio with an infrastructure spine.

CypherX Interactive is the game development brand of Spheres Hosting LLC. We make original Roblox experiences, and because the parent company runs infrastructure for a living, we make them with backend habits most game teams have to learn the hard way.

The story

Why the brand exists.

Spheres Hosting started on the operations side: servers, services and the unglamorous work of keeping other people's things online. Building on Roblox was a sideline that got out of hand. Same problems, more players, considerably more opinions.

CypherX Interactive is where that work ships. SMFT: Gods and PlushX Tycoon are our own titles, run by the people who built them. AXIOM came out of the same frustration. We needed protection that took Roblox exploitation seriously, couldn't find it, and wrote it instead.

We're deliberately small. That buys us fewer titles, longer support windows, and a very short path between someone reporting a problem and someone fixing it. It also means we say no to a lot of interesting work, which we don't always enjoy.

Legal entity

Spheres Hosting LLC

Parent company. Owns and operates all CypherX properties.

Brand

CypherX Interactive

Game development, publishing and player-facing products.

Portfolio

2 live titles ยท 1 platform

SMFT: Gods, PlushX Tycoon, and AXIOM Anticheat.

Focus

Roblox

Luau engineering, live ops and platform security.

How we work

Four rules we don't bend.

Not slogans. They're the reason our releases look the way they do, and each one has cost us something.

RULE 01

The server decides

If a value affects progression, economy or competition, the server owns it. Client input is a request. This is slower to build, it makes some features awkward, and it isn't up for discussion.

RULE 02

Fun at grey-box or not at all

A mechanic that isn't enjoyable without art won't become enjoyable with it. We kill prototypes early, including ones people were attached to, so the survivors deserve the polish they get.

RULE 03

Player data is not disposable

Versioned schemas, migrations rehearsed against fresh snapshots, backups before every release. Someone's four hundred hours are not something we're willing to lose to a deploy. We nearly did once and the process changed that week.

RULE 04

Say what changed

Balance passes, economy tweaks and enforcement actions get written down in the devlog. If we can't explain a change publicly, that's usually a sign we shouldn't ship it.

The rhythm

What a week actually looks like.

Less glamorous than the trailers suggest. This is the loop that keeps two live titles from drifting.

Monday

Weekend numbers get read: retention, economy health, error rates, anything AXIOM flagged. Whatever looks wrong becomes the week's work.

Tuesday and Wednesday

Building. Internal playtest on Wednesday evening with whoever's around, which is where most bad ideas quietly die.

Thursday

Release day. Staged rollout in the evening, UK time, then someone stays with the dashboards until the numbers settle.

Friday

Fallout, patch notes, and reading the Discord properly. Anything urgent gets fixed today rather than sitting over a weekend.

Nobody ships on a Friday afternoon. We learned that the ordinary way, by shipping on a Friday afternoon and then spending Saturday on it.

Capabilities

What sits in-house.

No outsourced core systems. Whoever designs a feature is whoever gets paged about it later.

Systems design

Core loops, progression curves and economy modelling, usually in a spreadsheet long before the game.

Luau engineering

Typed, tested, server-authoritative gameplay code, with the tests that stop a refactor eating a save file.

Security

AXIOM development, threat research and the moderation tooling our own team uses daily.

Live operations

Telemetry, release management and someone on call, because Roblox's peak hours are not our office hours.

Our stack

Boring tools, mostly on purpose.

None of this is exotic. The interesting decisions are in the game code, and everything around it is chosen to be predictable at two in the morning when something has gone wrong and nobody is at their best.

The one place we spent real effort is the data path. Player saves go through a versioned schema with migrations that are rehearsed against a snapshot taken the same day, and a release doesn't leave the gate without a backup behind it.

GameplayLuau, typed where it earns its keep, Rojo for the project tree
SourceGit, trunk-based, reviewed before merge
DataVersioned player schemas with rehearsed migrations and pre-release backups
SecurityAXIOM, developed in-house and deployed to our titles first
Edge & webCloudflare Workers, static assets, no framework on this site
TelemetryCustom event pipeline, dashboards read every Monday
CommsDiscord for players, and for a fair amount of the studio

Working with us

Hiring, honestly.

We post roles rarely and hire slowly, so here's the real picture rather than a careers page full of nothing.

Is there anything open right now?
Usually not a formal posting. We keep a list of people we'd like to work with and go to it first when something opens up, which means the useful move is getting on that list before we're hiring.
What gets our attention?
A place we can play. A Roblox experience you built, an exploit write-up, a tycoon economy you modelled and then broke on purpose, a module you're proud of. We read work before we read a CV, and a two-line email with a link beats a cover letter.
Do you take on juniors?
Sometimes, and it depends entirely on what's in front of us at the time. We're small enough that everyone has to be able to own something, so we look for evidence you've finished a thing rather than evidence you've studied.
Where does the team work?
Remote, mostly on UK hours because that's where release nights and on-call rotations are anchored. If you're several timezones out, tell us how you'd handle a Thursday deploy and we'll take it seriously.

Work with CypherX.

Collaborations, AXIOM licensing, or a link to something you've made. If you take Roblox development seriously we'd like to hear from you.