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Dev Log #002

Competitive Architecture

Velora's design starts with a simple constraint: matches should start without an admin. If a community has to rely on someone manually setting things up, it does not scale.

The system is split into three layers — queues, lobbies and voice. Each layer has one job and talks to the others through a small, well-defined API.

Most of the complexity lives in edge cases: a player disconnects, a team becomes unbalanced, a captain never picks. Every one of these is handled explicitly, not by accident.