Live Scoring Platform for Entertainment Venues: 4+ Venues Live in 60 Days
How SociiLabs secured PlayBombhole's prototype first, then launched a licensed, multi-lane scoring platform in 3.5 months, with 4+ venues live in 60 days.
Client · PlayBombhole · playbombhole.com
About the project
01 Project overview
Engagement
3.5 months, rescue to launch
Delivery team
Senior SociiLabs engineers with a delivery lead
Core technologies
WebSockets, Credential hashing, Role-based access, Subscription billing
PlayBombhole is a social game played in bars and entertainment venues, scored on lane tablets and shown live on the venue's screens. Its first version was a Replit prototype that stored passwords in plain text and could only score one round.
SociiLabs fixed security first, then rebuilt the scoring engine for multi-round play. The platform launched 3.5 months after the rescue began. 4+ venues were live within 60 days of launch.
Today the platform is live, with every venue licensed and billed by location and run from the operator dashboard.
02 The challenge
Turn a working prototype into a platform venues can license, without slowing down play or compromising player data.
01
A night out runs on many rounds.
Venue play is multi-round, with cumulative scores, several lanes running at once and groups switching between games. The prototype's engine scored a single round. The new engine had to handle every one of those cases at the same time, on a busy Friday night.
02
The big screen is part of the game.
Players watch the leaderboard as much as the lane. Every score entered on a tablet had to reach the venue TV in well under a second, or the room loses its energy.
03
Every venue runs on its own terms.
Each location needed its own licence, its own billing and its own operator controls. A small bar and a large multi-lane venue had to pay and operate differently on the same platform.
04
Player trust had to be built in from day one.
The prototype stored player passwords in plain text. Credentials, roles and access had to meet an enterprise standard before the first venue went live.
Why SociiLabs
One team accountable for the game and the business around it.
PlayBombhole needed a partner who could take a Replit prototype to a commercial platform venues could pay for. The scoring engine was only one part of the work. Our scope also covered security architecture, real-time displays, venue licensing, subscription billing and the operator dashboard. We fixed security first, then shipped the rest from a repository PlayBombhole owns, with a senior engineer reviewing every change before merge and a staging venue for testing. In the words of Bombhole LLC's CEO, "SociiLabs communicated clearly and delivered the agreed work on time."
What we built
03 Solution
The scoring engine, and the venue business underneath it. Every score is recorded once, shown everywhere in real time, and tied to a licensed, billed location.
Enterprise-Grade Security
Industry-standard credential hashing replaced plain-text passwords, with role-based access for players, staff and operators and session controls from launch. The platform has recorded 0 security incidents since launch.
Multi-Round Scoring Engine
Multi-round play and cumulative scoring, with every total calculated from the score record. It replaced a prototype engine that could only score one round.
Live Leaderboard + TV Display
A dedicated TV view built for venue screens. Scores reach every display in under 300 ms over WebSockets.
Venue Licensing + Billing
Each location is licensed separately, with subscription billing built into the platform.
Operator Dashboard
Venue staff start sessions, assign lanes, manage players and view reports from one screen. Session setup fell from 8 minutes to under 2 minutes.
Multi-Lane Play
Several lanes run games at the same time, each with its own group of players, all scored by one engine and shown on the same venue screens.
Architecture
System diagram
INSIDE A LIVE MULTI-VENUE ENTERTAINMENT PLATFORM
Instant on the lane. Controlled behind the bar.
Every player account uses industry-standard credential hashing and role-based access from the first login. Staff can correct a score, but every correction is recorded with who made it and when. Each venue only sees its own lanes, players and revenue. Licences gate access by location, so an unpaid venue pauses cleanly without affecting anyone else. All testing runs against a staging venue with seeded players, never live games.
Delivery timeline
3.5 months from rescue to launch. Then 4+ venues in 60 days.
Security came first, then the scoring engine, venue displays, licensing and billing. The platform launched 3.5 months after the rescue began, and 4+ venues were live within 60 days. The platform is live in venues today.
PHASE 1
Security First
Hashed credentials and role-based access replaced plain-text passwords.
PHASE 2
Multi-Round Engine
One-round scoring rebuilt for multi-round play across concurrent lanes.
PHASE 3
Displays + Licensing
Venue TV view, operator dashboard, licensing by location and billing.
AT LAUNCH
Platform Live
Live 3.5 months after the rescue began, with session setup under 2 minutes.
WITHIN 60 DAYS
4+ Venues Live
4+ venues live within 60 days of launch.
HOW IT STAYED RELIABLE
Every score is recorded once and shown everywhere.
SCORING CORRECTNESS
One score, one record.
Each score is written once to the game engine, then broadcast to every screen. Cumulative totals are calculated from the record, never from the display. Staff corrections are logged with a reason.
PLAYER PROTECTION
Security was the first release.
Credential hashing, role-based access and session controls shipped before any venue went live. Each venue is isolated from every other. Access changes are recorded.
VENUE OPERATIONS
Billing runs itself.
Licences and subscription renewals run through the platform without staff chasing invoices. Operators see their usage and invoices in the dashboard. Every venue is licensed and billed by location.
SENIOR ENGINEER REVIEW BEFORE MERGE
Every PR
LANE TABLET TO VENUE TV, OVER WEBSOCKETS
< 300 ms
SECURITY INCIDENTS SINCE LAUNCH
0
04 Impact & results
Impact & Results
Games scored live. Venues licensed and billed. Session setup cut to under two minutes.
- 3.5 months from rescue to launch, starting from a Replit prototype with plain-text passwords and a one-round scoring engine.
- 4+ venues live within 60 days of launch, each licensed and billed by location.
- Session setup under 2 minutes, down from 8 minutes before the rebuild.
- Under 300 ms from lane tablet to venue TV, with every score pushed over WebSockets to each screen in the room.
- Multi-round scoring across concurrent lanes, replacing an engine that could only score one round. These results cover the rescue, the launch and the first venues. We'll update this page as more venues go live.
- 0 security incidents since launch, on a security foundation that shipped before the first venue went live.
Venues live within 60 days of launch
4+
Session setup, down from 8 minutes
< 2 min
From prototype rescue to launch
3.5 mo
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