In this episode, Lucas and Luna dive into how Figma reengineered its real-time multiplayer sync engine to support over 500,000 simultaneous editors on a single file. They explore the shift from operational transformation to a custom conflict-free replicated data type (CRDT) approach, the decision to move from WebSocket to a custom UDP-like protocol for lower latency, and how the engineering team handled cursor synchronization, undo history, and cross-replica consistency at scale. Along the way, they discuss trade-offs between consistency and availability, the role of deterministic merges, and why Figma chose to write the sync layer in Rust for performance. Listeners will walk away with a concrete understanding of how modern collaborative tools handle concurrency for millions of users.