Offlining a Live Game With .NET Native AOT
Summary
Seph Newman explains how Towerborne pivoted from an always-online live-service model to a fully offline-capable release by shipping backend logic inside a .NET Native AOT DLL and routing requests through a serverless local surface. The piece covers the architecture (a single ProcessHttpRequest entry point, OpenAPI-driven code generation, Unreal interop, and dependency-injection), as well as build, test, and deployment considerations for offline gameplay and its implications for enterprise-style offline/edge architectures.