Give your players a reason to come back. CheddaBoards is leaderboards-as-a-service for Godot: you keep making your game, we run the backend. No server, no database, no credit card, no per-player fees. The SDK is MIT, so nothing about your integration is locked in.
Quick start
- Install the addon and enable CheddaBoards in Project Settings → Plugins (this registers the autoload for you)
- Set your API key from the free dashboard. The included Setup Wizard
(open
SetupWizard.gd, File → Run) writes it into your main scene's script for you - In your game:
await CheddaBoards.wait_until_ready()
CheddaBoards.login_anonymous() # no sign-up needed
CheddaBoards.submit_score(score) # e.g. on game over
CheddaBoards.get_leaderboard() # emits leaderboard_loaded
Your scores, achievements and sign-in are live. There is no server for you to run.
What you get
- Global leaderboards: score + streak, top 100, the player's own rank
via
get_player_rank() - Timed boards done properly: weekly / daily / monthly / custom-interval boards that reset on calendar boundaries and archive automatically, so past competitions are browsable, not lost
- Category boards: per-level, per-mode or per-difficulty leaderboards under one game, no separate registration per board
- Achievements: unlock individually or in batches, submit alongside scores, deferred sync built in. A full auto-unlock engine with offline caching and popups ships in the free template on GitHub
- Anonymous play, zero setup: players submit scores with no account.
The server names them automatically (Player_1248) and they can pick their
own in-game with
change_nickname(). Link Google or Apple later and keep all progress - Shared devices: arcade cabinets, couch play, classroom laptops. Give
each person their own name and board row from a single install with
set_player_id()(2.3.1+). Guide with a copy-paste roster - Device Code sign-in: Google / Apple login on any platform via QR +
code, no OAuth SDKs to bundle. Players sign in once and stay signed in
across restarts and web reloads, and a sign-in interrupted mid-link
(phone tabs, home-screen web apps) picks up where it left off. A
ready-made popup ships in the addon (
ui/DeviceCodeLogin.tscn): instantiate it, connectsigned_in, callstart_sign_in(), reskin as you like - Faster board loads: leaderboard reads come straight from the backend canister, with automatic fallback, so boards load quickly with no setup
- Anti-cheat: server-side play sessions, score validation, rate limiting, configurable caps
- Score moderation: delete junk entries or wipe a player from your boards straight from the dashboard, with a deletion audit log
- Works everywhere Godot exports: desktop, mobile and HTML5/web, including touch scrolling and mobile name entry
- Battle-tested: this exact SDK runs our own arcade games and other developers' shipped titles in production, including games live on Google Play
This addon is the SDK. Bring your own UI. Your leaderboard should look like your game: wiring a display takes one signal connection and a few Labels. We added a full online leaderboard with player names to the official Dodge the Creeps demo in one modified script. The SDK calls are a couple dozen lines and the rest is just drawing our panel: tutorial + runnable example on GitHub.
Want a full game shell instead?
If you're starting a fresh project, the free
CheddaBoards Template
wraps this SDK in finished MainMenu / Leaderboard / Achievements
screens. Your game just emits one game_over signal (~3 minutes). A
REST API
is also available for non-Godot engines.
Requirements
- Godot 4.3 or newer (verified on 4.3, 4.4 and 4.6; a Godot 3.6 backport is available, see the repo)
- A free CheddaBoards account + API key from the dashboard at cheddaboards.com
- A Unity (C#) SDK with the same API is also available
Docs & support
- Documentation: guides and REST API reference
- Godot quick start: add the SDK to an existing game
- Player names: name entry flows and shared devices
- Troubleshooting / errors
- Website
- Every tagged release passes a smoke test against the live API before it
ships (
smoke/in the repo; point it at your own game to check an integration)
MIT licensed. The SDK is fully open source, and the hosted backend is free to use with no per-player fees.
Changelog for version v2.3.1
2026-10-06 14:01:54
No changelog provided for this version.