Arcadigo
How Arcadigo Matchmaking Works
Understand Arcadigo rating ranges, Human Only queues, transparent AI fallback, latency preferences and cancellation rules.
Last updated July 12, 2026
The objective
Matchmaking balances three things: opponent quality, connection quality and time. A perfectly equal rating is not useful if the connection is poor or the wait never ends, so the acceptable human rating range gradually widens while reasonable latency remains a preference.
Each solo queue ticket belongs to one user or guest, one game, one format choice and one live connection. Game-specific choices are validated: Bumper Bash requires three different skills; Pulse Pass, Prism Push, Flux Heist and Crown Shift do not accept a skill loadout; Neon Cut gives every player the same fixed Shield, Surge and Pulse actions. Crown Shift gives everyone the same directional Repulse. A player cannot hold several active tickets. Tickets expire, abandoned connections are removed and repeated joins are rate-limited.
A registered party can enter supported Bumper Bash, Prism Push, Neon Cut, Flux Heist or Crown Shift team queues as one reserved group. Every member must be connected and prepared, the selected team must have room for the full party and only the leader begins the search. Crown Shift, Neon Cut and Flux Heist support parties of two to four for 2v2 through 4v4 as capacity allows. Matchmaking never splits an accepted party across teams.
Instant Match
Instant Match starts with a human search for the selected team size. In queues that support AI fallback, if no acceptable person is available after a short search, an AI profile may be selected. The match-found screen identifies an AI before the countdown, and the badge remains visible during play.
AI uses the same server rules as a person. Different profiles adjust reaction delay, aim error and game-specific decision timing; they also make mistakes. An AI cannot read future input, skip a cooldown or receive impossible movement advantages.
Human Only
Human Only never permits AI fallback. A public queue waits until enough people join the selected format or you cancel. Arcadigo shows actual elapsed time—not a fabricated player count or queue estimate. Private challenge links in every published game are Human Only, 1v1 and unranked; team formats use public queues.
Rating and AI
Competitive Bumper Bash rating uses an Elo-style calculation for eligible, server-verified human-versus-human matches. A result against a stronger rated person is expected to move rating differently from a result against a newcomer. AI matches cannot increase or reduce that human rating, even when the AI has a displayed difficulty profile.
Platform XP is separate from competitive rating. AI matches may provide half the normal XP so they still support practice without dominating progression.
Disconnects and server failures
A short reconnection window allows a dropped browser to rejoin with an expiring signed credential. If the player does not return, the server may award a forfeit after the grace period. When the service itself can verify a server-side failure, the match is voided without a rating penalty. If both players leave before meaningful play, the room is cancelled.
For a broader discussion, read what makes matchmaking fair, compare the published multiplayer games, then choose Instant or Human Only from the game you want to play.