---
title: "Sports Tech Software Development"
canonical: https://wavect.io/industries/sport/
language: en
description: "Both founders are athletes. That is the honest basis for our product judgement in sport, because we are the target group of most of these products. There is no …"
image: "https://wavect.io/img/general/bak/open_graph_preview.jpg"
---

INDUSTRY // SPORT

# Sports tech know-how, stated honestly: the building blocks shipped, the logo pending.

Both founders are athletes. That is the honest basis for our product judgement in sport, because we are the target group of most of these products. There is no Wavect sports logo to point at yet, and we will not dress one up. We also built startup products in the lifestyle and sport sector before Wavect, and what Wavect has shipped maps tightly onto sports products: sub-second proximity matching on moving phones, an AR engagement engine with over 1,000 concurrent users, and checkouts that survive the traffic spike a big drop creates, which is the same spike a ticket release creates.

Know-how

No client logos in this industry yet. This page says exactly where the know-how comes from.

3 adjacent projects

3 questions answered

3 related services

Know-how

> “Fan engagement, live events, and fitness tracking are real-time mobile engineering with a scoreboard attached. That part we have shipped.”

TL;DR

Both founders are athletes, so we are the target group of most sports products. That keeps the product judgement honest. No Wavect sports logo yet, but we have shipped the building blocks: sub-second proximity matching, AR engagement engines, spike-proof checkouts.

// 01

## What we build in this industry

Most sports products stand on three engineering pillars, and we have shipped each one in a different product.

The first is real-time location on phones that move and lock, the capability behind fitness tracking, run-club features, and on-site event experiences. We built sub-second proximity matching on iOS and Android against both operating systems actively killing background location, which is the hardest part of any [mobile app](/services/mobile-apps/) in this space. The second is engagement under event-day load: our AR engagement engine held more than 1,000 concurrent users with a checkout benchmarked against hours-long spikes, and a ticket release is the same load shape with the same money on the line. The third is gamification done as engineering, with progression, reward loops, and the QA discipline that keeps a playful product robust.

Where the founders matter is product judgement. Both of us are athletes and we built lifestyle and sport startup products before Wavect, so we are the target group rather than tourists. The fastest honest path for most teams here is a focused [MVP](/services/mvp-development/) that proves the real-time and spike behaviour before the feature list grows. What we have not shipped is wearable firmware, broadcast systems, or sports-data analytics, and we will say so early if that is your core risk.

### Fan engagement & live event apps

Real-time features, AR layers, and gamified mechanics for products that live or die on event-day load.

### Fitness & activity products

Mobile apps built around continuous location and motion, engineered against the background-processing limits of iOS and Android.

### Ticketing-grade commerce

Checkout and payment flows benchmarked for spike traffic, because a ticket release that crashes is a refund queue with a hashtag.

// 02

## What makes this industry hard

### Event traffic is a wall, not a curve

Kickoff, ticket release, final whistle: sports traffic arrives in vertical spikes. Systems must be benchmarked against the spike, not the average.

### Location features drain trust and battery

Sports products want continuous motion and location data; users want battery life and honest permission prompts. Balancing both is an engineering discipline we have already paid for.

### Engagement mechanics age fast

Badges and leaderboards are table stakes. Retention comes from mechanics tuned to the sport's actual rhythm of seasons, fixtures, and rivalries, which is product work before it is code.

// 03

## Where our experience actually comes from

Where this know-how actually comes from, named and checkable:

The personal part first, because in sports products it matters. Kevin, our managing director, has trained calisthenics since 2015 (currently working toward a held one-arm handstand), does coached strength training, and dances salsa. Christof comes from football and dance. Before Wavect, we built startup products in the lifestyle and sport sector. We are the target group of most sports products, which keeps the product judgement honest.

[Offlinery](/case-studies/offlinery/) is sub-second, real-time proximity matching on iOS and Android, engineered against both OSes killing background location. Fitness tracking, run-club features, and on-site event experiences depend on exactly this capability.

[LivLive](/case-studies/livlive/) is an AR engagement engine that held 1,000+ concurrent users and a checkout benchmarked against hours-long traffic peaks. Drop-day spikes and ticket-release spikes are the same load profile: flat baseline, sudden wall of users, real money in the transaction.

[Soundromeda](/case-studies/soundromeda/) is gamification engineering: progression, reward loops, and the QA discipline to make a playful product robust.

What we have not done: wearable firmware, broadcast systems, or sports-data analytics platforms. If your product’s core risk is there, say so early and we will be straight about the fit.

// 04

## Adjacent work, honestly labeled

Adjacent work, not sports clients. These are the projects the claims above come from.

Adjacent

### [Offlinery](/case-studies/offlinery/)
- **Status:** Wind Down
- **Outcome:** Real-time - Proprietary Matching Engine
- **Summary:** Proprietary real-time proximity matching on iOS/Android against aggressive OS throttling, full stack.
- **Stack:** React Native / Expo, NestJS, TypeORM

Adjacent

### [LivLive](/case-studies/livlive/)
- **Status:** Live
- **Outcome:** +1,000 - Concurrent Users
- **Summary:** AR-RWA platform: $2M+ raised through the product, 1,000+ concurrent users, six weeks flat.
- **Stack:** Solidity, Typescript, React

Adjacent

### [Soundromeda](/case-studies/soundromeda/)
- **Status:** Live
- **Outcome:** Production - Vibe-Coded → Hardened
- **Summary:** QA-led hardening took a vibe-coded game prototype to a state grant committees backed.

// 05

## Related services & reading

- [SERVICE Mobile App Development](/services/mobile-apps/)
- [SERVICE MVP Development](/services/mvp-development/)
- [SERVICE AI Integration](/services/artificial-intelligence/)
- [ARTICLE React Native vs Flutter, with DACH hiring data](/blog/react-native-vs-flutter-dach-hiring/)
- [GUIDE How to choose a software development agency](/software-development-guide/how-to-choose-a-software-agency/)

// 06

## FAQs

### No sports clients. What exactly are we buying then?

Shipped engineering in the three areas most sports products stand on: real-time geo on mobile, spike-resilient commerce, and engagement mechanics, plus founders who are athletes themselves and built lifestyle and sport startup products before Wavect. The case studies are linked above as adjacent work. If your core risk is elsewhere, wearables or broadcast for instance, we will say so in the first call.

### Can you handle ticket-release traffic?

We benchmarked the LivLive checkout at 1,000+ concurrent users against hours-long spike patterns with zero degradation. A ticket release is the same load shape with the same money-on-the-line stakes.

### Do you build for wearables?

We build the mobile and backend side that wearables talk to. Firmware on the device itself is not our shipped territory, and we would bring a specialist into the contract for it.

Last reviewed: 2026-06-11 by [Kevin Riedl](/team/kevin-riedl/) [wiki ↗](https://www.wikidata.org/wiki/Q139796365)

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