Godot Multiplayer Plugin | GD-Sync | Sync, Lobbies, Cloud Storage & Steam
by GD-Sync | BSD 3-Clause License
All-in-one multiplayer backend for Godot 4. Launch online games fast with no servers or netcode expertise. GD-Sync provides managed relays, matchmaking, lobbies, sync, cloud saves, leaderboards, and Steam integration. Includes GDScript/C# support, built-in
The all-in-one multiplayer backend for Godot 4 Build and ship multiplayer games in Godot 4 without dedicated servers or networking expertise. GD-Sync is a fully managed multiplayer backend, relay network, and online services suite designed exclusively for
Ezcha Network
by Ezcha LLC | MIT
Free online services that are quick & easy to implement
Ezcha Network for Godot 4 This plugin enables developers to quickly and easily add online multiplayer, lobbies, trophies, leaderboards, cloud saves, and more to their games. These features are all free and powered by Ezcha Network, a small (but quickly
Talo Game Services
by Talo | MIT
Talo's Godot plugin is the easiest way to add leaderboards, player authentication, peer-to-peer multiplayer and more to your game. Talo is an open source game backend with a dashboard and API to help you visualise and analyse your game
Talo - open source leaderboards, analytics and multiplayer Talo's Godot plugin is the easiest way to add leaderboards, player authentication, peer-to-peer multiplayer and more to your game. Using the Talo Dashboard, you can visualise and analyse your game
Epic Online Services Godot (EOSG)
by Delano Lourenco | MIT
Easiest way to use Epic Online Services in Godot 4.2+ (EOSG) (includes demo project)
Easiest way to use Epic Online Services in Godot 4.2+ (EOSG) (includes demo project) Supports Windows, Linux, Mac, iOS and Android. Docs: https://3ddelano.github.io/epic-online-services-godot/ New High Level EOS -High level EOS provides easy to use
Tube
by AndrooDev | MIT
A lightweight Godot addon that helps create simple multiplayer sessions over WebRTC
One player creates a session and shares the session ID with others through a external channel (WhatsApp, Discord, etc.). The other players can then join and play together. That’s it, no server deployment needed. Tube works on any platform: Web browsers
3D Multiplayer Template
by devmoreir4 | MIT
Starter template for building 3D multiplayer games with Godot 4.7
3D Multiplayer Template Godot 4.7 starter project for building a 3D multiplayer game with player movement, sessions, inventory, equipment, chat, world items, and dedicated-server support. Key Features Multiplayer Sessions: Host, join, test multiple local
netfox
by Fox's Sake Studio | MIT
Implements lag compensation and more to build multiplayer online games easier
This is the core package of netfox, a suite of addons to make building multiplayer games easier. Features ⏲️ Consistent timing across multiple machines 🖥️ Supports client-server architecture 🧈 Smooth motion with easy-to-use interpolation 💨 Lag
Game Server Hosting for Godot
by Edgegap | MIT
Add dedicated servers to any Godot Engine multiplayer easily and launch & scale your online games in minutes with Edgegap's plugin
Add Dedicated Game Servers to any Multiplayer in Minutes Website | Sign Up | Documentation | Discord Edgegap's plugin for Godot Engine helps you automatically build dedicated servers for your multiplayer game using Docker. Then, instantly deploy and host
Steam or Local Multiplayer Lobby Template
by Viitox | MIT
A project template for creating and joining multiplayer games using Steam or via local network
What is it? This is a project template that lets you joing multiplayer lobbies via peer-to-peer connection using Steam or IP address. Usage Steam (Make sure you have the Steam app open!) Hosting: To Host a Steam lobby simply press "Host Online", you can
NodeTunnel
by AndrooDev | MIT
NodeTunnel provides bulletproof connectivity for Godot multiplayer games. No port forwarding, no dedicated servers. Easy public relay
A simple Godot addon that streamlines multiplayer Features Peer-to-peer multiplayer without dedicated servers or port-forwarding Works with Godot's high-level multiplayer API Uses relay servers to route game data between peers Perfect for indie games that
Instance Log
by codevogel | MIT
Instance Log is a Godot editor plugin for debugging projects that run multiple game instances at once (for example, host + clients in multiplayer tests). It adds an 'Instance Log' panel next to Godot's Output panel and groups each message by instance role
Instance Log (for Godot) Instance Log is a Godot editor plugin for debugging projects that run multiple game instances at once (for example, host + clients in multiplayer tests). It adds an Instance Log panel next to Godot's Output panel and groups each
netfox.extras
by Fox's Sake Studio | MIT
High-level, game-specific extras for netfox
High-level, game-specific extras for netfox! Features 🔫 Networked weapons ⌨️ Rollback-aware base class for input Make sure to check the rest of the addons
netfox.noray
by Fox's Sake Studio | MIT
Bullet-proof connectivity over the internet, using NAT punchthrough or relaying - no more port forwarding or messing with routers
Bulletproof your connectivity with netfox's noray integration! Features 🤝 Establish connectivity using NAT punchthrough Uses noray for orchestration Implements a full UDP handshake 🛜 Use noray as a relay Useful in cases where NAT punchthrough fails If you
Photon Fusion - Multiplayer SDK
by Photon | Photon License
Photon Fusion is a state-replication multiplayer SDK for Godot that supports Shared-Authority, Client-Host, and Dedicated Server topologies. Fusion combines full-consistency state transfer, forecast physics prediction, late-joining, RPCs, and interest
Photon Fusion is a state-sync multiplayer SDK that simplifies networking best practices and brings advanced features of modern AAA multiplayer games to Godot. Fusion gives teams a single SDK that can cover co-op friendslop, physics-driven games, massive
SpacetimeDB Godot SDK
by plaught-armor | MIT
A GDScript SDK for integrating Godot Engine with SpacetimeDB, enabling real-time data synchronization and server interaction directly from your Godot client, with full codegen support
SpacetimeDB Client SDK for Godot (GDScript) A pure-GDScript client for SpacetimeDB. Talk to a SpacetimeDB module from standard Godot — no .NET / Mono build required — and export to web via the Compatibility renderer. Features Typed bindings, generated
Multiplayer Lobby System
by tngklp | MIT
A ready-to-use, server-authoritative multiplayer lobby system, built on ENet
Multiplayer Lobby System A ready-to-use, server-authoritative multiplayer lobby system, built on ENet. Drop it into any project and get lobby creation, lobby joining by code, player ready states, host transfer, kick/ban, and automatic host migration
Rollback Netcode
by Snopek Games | MIT
An addon for implementing rollback and prediction netcode
An addon for implementing rollback and prediction netcode! Beyond the basics (gathering input, saving/loading state, sending messages, detecting mismatches, etc) this library aims to provide support for many of the other aspects of implementing rollback
Multiplayer Voice Chat Template
by Vyntrix | MIT
Simple Multiplayer Template with Voice Chat integration
Godot Multiplayer Template Simple multiplayer template for Godot 4.4 !!PLEASE NOTE YOU NEED A CUSTOM GODOT BUILD!! Download Here > Work in progress! > Requires Godot Steam Multiplayer Peer Build 4.15 Features 🗣️ Voice Chat 💻 Local Multiplayer (For testing
Multiplayer Starter (Server-Authoritative Co-op)
by CodingQuests | MIT
Online co-op with a ready-up lobby, chat and server-checked movement that still feels instant. A complete Godot project with a runnable demo scene and a README that explains how it works. Made for Godot 4.7, MIT licensed
Most multiplayer tutorials stop once two windows can see each other. This starter carries on to the parts that break in a real game. The server decides where everyone is, your own player still moves the moment you press a key, and bad input gets rejected
Understudy
by ags221 | CC0 1.0 Universal
Keeps a peer-to-peer match alive when the host's game crashes or quits. One player's machine hosts; a second runs a warm copy and takes over in about a quarter of a second, with no reload and no reconnect. A third keeps a standby copy for when both fail
The host crashes. The match doesn't. Understudy is serverless host failover for Godot multiplayer. One player's machine hosts the match. A second one, the shadow, runs a warm copy of it, and if the host's game crashes, freezes or quits, the shadow takes
Tile Run Instances for Multiplayer
by Travh98 | MIT
Tiles multiple instances of the game in a grid across your monitor. Helpful for testing multiplayer Godot games
By default Godot stacks multiple game windows on top of each other. This addon moves the multiple run instances window into a tiled grid so you can quickly and easily see all the multiplayer game windows. This should save you ~10 seconds of having to
SpaceWar²
by gotoAndPlay() | MIT
This demo project leverages SmartFoxServer's MMO API and server-side Extensions to implement an authoritative server running a space combat multiplayer game
This demo project is a tribute to the homonymous (except for the ²) game developed in the 60s, one of the earliest computer games in history! The purpose of this project is to showcase the capabilities of SmartFoxServer's MMO API in a realtime game
Multi Launcher
by Husam Alani | MIT
Launch multiple resizable test instances of your Main Scene directly in editor sub-windows. Supports per-instance custom IP assignment for networking and one-click cleanup—no @tool scripts required on your game code
Multi Launcher is a lightweight editor dock plugin for Godot 4 designed to make local multiplayer and multi-client testing fast, simple, and reliable. It automatically loads your project's configured Main Scene and spawns multiple standalone, fully
Sweet Logger
by sweetpea | MIT
A Godot 4 addon that makes reading logs and debugging sane when you run multiple game instances at once
Sweet Logger Hey - that's sweet logger you got there! A drop in replacement for print() that makes reading logs from multiple debug instances on 1 machine tolerable. By default all logs appear in the same console without client context. Not when you're
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