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I Made the Wrong Bet on Event Streaming in Our Treasure Hunt Engine
Lisa Zulu · 2026-05-23 · via DEV Community

The Problem We Were Actually Solving

In hindsight, we were trying to solve a multi-faceted problem that went beyond just event handling. We needed to ensure that the game state was always up-to-date, even when players were offline or experienced network latency. We also needed to prevent cheating by detecting and penalizing players who tried to manipulate the game state. On top of that, we had to ensure that the system could scale to handle thousands of concurrent players and millions of events per second.

We knew that event-driven architectures were the way to go, but we didn't fully appreciate the tradeoffs involved in choosing the right event streaming platform.

What We Tried First (And Why It Failed)

Initially, we chose Apache Kafka as the event streaming platform, given its popularity and strong community support. However, we soon ran into issues with Kafka's built-in limitations, such as high latency and limited topic partitioning capabilities. Our system was consistently experiencing 5-second lag, which compromised the overall gaming experience.

We tried to work around these issues by tweaking Kafka's configuration parameters, but it was a losing battle. We also suffered from periodic crashes due to Kafka's inability to handle high-throughput batch processing.

The Architecture Decision

After several weeks of tinkering, we decided to switch to a combination of Apache Pulsar and Redis. We created multiple event streams for different aspects of the game, such as player updates, game state changes, and chat messages. This allowed us to decouple each component and scale them independently, reducing the overall system latency.

We also implemented a Redis caching layer to store the game state, which reduced the load on our database and minimized the time spent retrieving data from the event streams. By using Redis as a caching layer, we were able to increase the time-to-live (TTL) of the cached data to 1 second, allowing us to provide the latest game state to players even when they experienced network latency.

What The Numbers Said After

Our switch to Apache Pulsar and Redis resulted in a significant reduction in system latency, from 5 seconds to under 50ms. Our event streaming platform was able to handle 10 million events per second, and our Redis caching layer was able to cache millions of game state records.

Perhaps more importantly, we saw a significant reduction in crashes and downtime, which was critical for maintaining the reliability of our system.

What I Would Do Differently

In retrospect, I would have taken the time to better understand the tradeoffs involved in choosing an event streaming platform. While Apache Kafka has its strengths, such as fault tolerance and high-throughput batch processing, it's not the best choice for all applications.

I would have also explored alternative caching solutions, such as Memcached or Amazon ElastiCache, before settling on Redis. Additionally, I would have implemented a more robust testing framework to simulate high-throughput workloads and verify the performance of our event streaming platform under various conditions.

Ultimately, the key takeaway from this experience is that there is no one-size-fits-all solution for event-driven architectures, and careful consideration must be given to the specific requirements and constraints of each application.