Room first
Create or join over HTTPS. The server gives each member a peer ID and a short-lived UDP credential.
create_room(4)A tiny multiplayer control plane for Godot
NetPunch gives native Godot games a focused UDP relay, a clean HTTPS room flow, and the pieces you need to get from a blank scene to a playable squad.
YOUR FIRST ROOM
A relay you can explain.
project_tokentemporaryroom_capacity2 - 8transportudp / v1This anonymous project token identifies your game project while you prototype. It expires automatically and is displayed once. It uses project-scoped limits of five active rooms. A token can be extracted from a client export, so it is not player authentication. No account, cookies, or dashboard tour required.
Create one when you are ready to connect a game.
No token created in this session.
Keep this value private while you prototype. A token embedded in a client export can be extracted.
Keep your game authoritative where it matters. Let the relay handle membership, packets, and the awkward edge of the internet.
Create or join over HTTPS. The server gives each member a peer ID and a short-lived UDP credential.
create_room(4)Use Godot's multiplayer APIs over a bounded, versioned UDP transport with reliable and unreliable channels.
rpc_id(1, input)Host authority, dedicated servers, or your own model. NetPunch does not turn game logic into a black box.
button_pressed = trueStage the player addon and open Button Buddies.
Use one temporary project token to create and join a room.
Move together, dodge two guards, and open the exit.
Two players. Two enemies. One floor button. Reach the exit together. The tutorial project exposes the important networking ideas without burying the first win under a framework.
Build Button BuddiesSingle binary, direct HTTP API, no browser transport promise.
Project, room, and player credentials have separate jobs.
Run it on your VPS and keep your game logic in your project.