- 5,000 participants in one room
- Load harness against the real server: 5,000 of 5,000 joined, zero failures, every answer counted with the expected split.
- A 5,000-player room survives being killed
- Scripted SIGKILL of a running server with live sockets and a real database; the room came back with every player in under two seconds.
- A room survives a real deploy
- An actual production redeploy triggered mid-question. 8 of 8 checks.
- Fair scoring across a 25× latency gap
- Chaos suite over real sockets: two equally fast thinkers score the same.
- The answer key never reaches a player
- Asserted against the bytes on the wire, on the live path and the self-paced one.
- A pending audience question never reaches a player
- Asserted on the event path and the resume path.
- 17 question types
- Counted from the live registry the game engine reads.
- Single sign-on cannot be forged
- Five mutations (trusting the header's algorithm, skipping audience, nonce, signature or expiry) each fail exactly the test that covers them.
- Brand colours cannot be made illegible
- Contrast is checked at the API before a colour is stored.
- Accessibility
- axe-core in CI over every signed-out page in both themes, zero violations.
Measured, and deliberately not claimed
10,000 participants in one room. Every correctness check passes at that size; arrival does not. Joins fall to about 38 a second, so a full lobby takes four and a half minutes, and a realistic conference arrival degrades toward a burst that froze the event loop for 48 seconds and in one attempt of two never formed the room. A room that stops for 48 seconds is an outage, not a slow room. The ceiling was assessed and deferred by decision, not left unknown.
Also not measured, and therefore not claimed: any of the above under real network loss, with several concurrent rooms on one node, or on more than one node.