An open source and cross-platform gaming platform built on-top of Godot that puts community and game servers first.
This project is powered by The Modding Community and a big work-in-progress with long ways to go! At this time, the platform is solely developed and maintained by @gamemann. If anybody is interested in contributing to or testing this platform, please feel free to reach out! Anybody is able to create and host servers games under the platform along with registering them into TMC's server browser :)
- Community servers first: anyone can run a server for game on the platform. Servers register themselves, and a live server list shows who is playing right now.
- Fully cross-platform: play in a web browser, on Windows, macOS and Linux, or on a phone or tablet with touch controls.
- Browser and native, same match: web players connect over WebSocket (TCP) and native players over UDP. A single server accepts both, so everyone plays in the same server and match.
- Play in seconds: many games run in the browser with nothing to install and no account needed. Solo play, quick play and a server browser are built in.
- Open and verifiable CDN: each release is stored by content hash with a signed manifest. Players check every file against its hash, and anyone can run a mirror.
- Built for developers: Godot addons handle networking, bots, vehicles, weapons, maps, voice, stats, leaderboards and achievements, so you can work on the game itself.
| Works today | Not possible (yet) | |
|---|---|---|
| Web browsers | Play from a link, nothing to install | Hosting a server from a tab, because a tab cannot listen for connections |
| Desktop | Native client on Windows, macOS and Linux, over UDP | |
| Phones and tablets | In the browser, with touch controls | |
| Servers | Linux, Windows and Docker | |
| Networking | WebSocket (TCP) and UDP side by side | UDP in the browser, and WebTransport (not built yet) |
Browsers cannot send UDP, so web clients connect over WebSocket, which runs on TCP. The server opens both listeners and puts every player in the same match. Both client types speak the same game protocol, so a web player and a desktop player see the same world.
The trade-off: TCP delivers everything in order, so a lost packet can make a web player's view stall and then catch up. Native players keep UDP's low latency.
A collection of games created by @gamemann for demonstration purposes and also just for fun.
- Airdrift: A timer-based game with Source-style movement. Includes classic Surf Timer and Bunny Hop maps from Counter-Strike's custom/modded maps!
- Fatal Contact: Fast-paced shooter with sprinting, sliding, walling running, bunny hopping, surfing, and more!
- Playlot: A physics sandbox: spawn props, NPCs and weapons and build whatever you like.
- 11 more games...
This platform uses Claude Code (AI) for development. For those interested, check out Nightly which is the game dev environment @gamemann created to maintain this gaming platform and his own game's code.