Everything You Need for Multiplayer Games

Professional netcode, built-in infrastructure, and production-ready tooling. Stop reinventing the wheel and focus on your game.

Netcode

Professional-grade networking for responsive gameplay

Client-Side Prediction

Players see instant feedback for their actions. The client predicts movement locally while waiting for server confirmation, making games feel responsive even with 200ms latency.

  • Automatic input buffering and sequencing
  • Server reconciliation on misprediction
  • Configurable prediction smoothing
  • Works with any game state type

Lag Compensation

Server-side hit detection that rewinds game state to the moment a player fired. Everyone gets fair gameplay regardless of their ping.

  • Configurable rewind window (default 300ms)
  • Point and raycast hit validation
  • Per-entity hitbox support
  • Automatic history management

Entity Interpolation

Smooth movement for remote players using snapshot interpolation. Eliminates jitter and provides fluid visuals even with infrequent updates.

  • Configurable interpolation delay
  • Hermite spline smoothing
  • Dead reckoning for extrapolation
  • Automatic stale state detection

Infrastructure

Scale from prototype to production with built-in integrations

PostgreSQL Integration

Built-in database service with connection pooling, transactions, and repository pattern. Store user accounts, match history, and leaderboards.

  • Connection pooling with configurable limits
  • Automatic retry with exponential backoff
  • Transaction support with rollback
  • Ready-made repositories for users, matches, questions

Redis Integration

Full Redis support for caching, sessions, pub/sub, and cross-server communication. Essential for horizontal scaling.

  • Session management with TTL
  • Pub/sub for real-time events
  • Room synchronization across servers
  • Sorted sets for leaderboards

Horizontal Scaling

Run multiple server instances behind a load balancer. Redis-powered room sync ensures players can find each other across servers.

  • Automatic server registration
  • Room discovery across instances
  • Sticky sessions for WebSocket
  • Health-based load balancing

Game Development

Pre-built room types and Unity SDK for rapid development

Room Types

Three base room classes covering the most common multiplayer patterns. Extend them or use them as-is.

  • TriviaRoom: Questions, timers, scoring
  • RealTimeMovementRoom: 20-60Hz tick rate
  • TurnBasedRoom: Turn order, action validation
  • Full game implementations included

Unity SDK

Drop-in C# client that mirrors the Photon PUN API. Migrate existing games with minimal code changes.

  • Game OnNetworkManager (like PhotonNetwork)
  • Built-in prediction and interpolation
  • Game-specific managers included
  • Comprehensive migration guide

Schema System

Decorator-based state management with automatic change tracking. Only send what changed to minimize bandwidth.

  • TypeScript decorators for state definition
  • Automatic delta generation
  • Binary encoding option
  • Collection types (Array, Map, Set)

Production Ready

Monitoring, security, and reliability built-in

Monitoring

Prometheus-compatible metrics for connections, rooms, latency, and custom game events. Plug into Grafana for dashboards.

  • Counters, gauges, and histograms
  • System metrics (CPU, memory)
  • Custom game event tracking
  • Health check endpoints

Authentication

JWT-based authentication with guest mode support. Integrate with your existing auth system or use standalone.

  • JWT token validation
  • Guest authentication
  • Session management
  • Configurable expiry

Middleware Pipeline

Intercept and transform messages with composable middleware. Add rate limiting, validation, and logging with one line.

  • Rate limiting per client
  • Message validation
  • Structured logging
  • Custom middleware support

How We Compare

See how Game On Dude! stacks up against other solutions

FeatureGame OnPhotonColyseus
Per-CCU PricingNoYesNo
Client PredictionBuilt-inManualManual
Lag CompensationBuilt-inNoNo
Unity SDKYesYesYes
Source AccessFullNoFull
TypeScript100%N/AYes
PostgreSQLBuilt-inExternalExternal
RedisBuilt-inN/AExternal
MonitoringPrometheusDashboardExternal

Ready to Get Started?

Check out our documentation to start building, or contact us for enterprise support.