Multiplayer backend for Godot

Your game, online today. No backend required.

SpawnWeaver gives your Godot game rooms, matchmaking, state sync, and player saves through one native SDK — with an await-based API that reads like the rest of your GDScript. We run the servers; you ship the game.

Free to start · no credit card · your first two players in minutes.

await SpawnWeaver.start()

# Host: create a room, share the code
var result = await SpawnWeaver.create_room()
show_code(result.room.code)          # "4V8772"

# Friend: join with the code
await SpawnWeaver.join_room("4V8772")

# Movement syncs itself — drop a PlayerSpawner
# node in your level and you're done.

Two players moving in three steps

From "no multiplayer" to a playable session in minutes — the wizard walks you through it the first time.

1

Create a project

Sign up, name your game, and you instantly get the key your game connects with.

2

Install the SDK

One line from your Godot project's root drops the addon in. Enable the plugin, paste your key into the dock.

iwr spawnweaver.dev/install.ps1 | iex
3

Press Play — twice

Run two instances from the Godot editor. Create a room in one, join in the other. That's multiplayer.

Everything a multiplayer game needs

One SDK, one dashboard — designed so the obvious way to use it is the correct way.

Rooms & lobbies

Private rooms joined by short codes, or public rooms your players can browse. Host controls, metadata, and player caps built in.

await SpawnWeaver.create_room()

Matchmaking

Queue players by mode and region; the server pairs them and drops everyone into a room, host already assigned.

await SpawnWeaver.find_match("duel")

State sync

Drop a SpawnSync node under anything that moves — positions replicate and interpolate on their own, within rate budgets.

PlayerSpawner + SpawnSync

Realtime events

Fire-and-forget messages to everyone in the room — chat, ability casts, pickups — queued safely through reconnects.

SpawnWeaver.send_event("fired", data)

Player saves

Per-player key-value storage straight from the game client. Progress and inventory persist across sessions — no server of yours in sight.

await SpawnWeaver.storage_set("save", data)

A debugger, not a black box

The dashboard shows every session's timeline, every error with a suggested fix, and every room's live state — so "it doesn't connect" takes minutes, not days.

dashboard → Debugger

Built for real networks

The unglamorous parts are handled — the parts you'd otherwise discover in your first playtest.

Reconnects that actually resume

A dropped connection keeps the player's seat and their synced objects for a grace window. When they come back, they're exactly where they were — automatically.

Host migration

The host rage-quits? The next player takes over instantly and the room keeps working. No frozen lobbies.

Stable player identity

Players keep the same identity across sessions and restarts without accounts or passwords — anonymous-first, upgradeable later.

Is SpawnWeaver right for your game?

Honest answer: it depends on the game. We're built for indie-scale multiplayer, not everything.

Great fit

  • Co-op and versus games for 2–16 players
  • Room/session-based play with codes or matchmaking
  • Turn-based, party, arcade, and casual-action games
  • Godot 4.3+ projects that want multiplayer this week

Not (yet) for

  • Twitch shooters needing server-side physics rollback
  • MMOs and persistent open worlds
  • Games needing custom server-side game logic
  • Engines other than Godot

Add multiplayer to your game today

Create a free account, follow the quickstart, and watch two players move around your world before your coffee cools.