Most P2P games hand every player your real home IP the moment they connect. GodotConnect gives each player a private virtual IP — same low latency, without the privacy risk.
Every Godot multiplayer approach has a trade-off — until now.
Direct connection means every player's real home IP is visible to every other player in the session.
Routing everything through a server hides IPs, but adds 50–200ms of latency on every packet, every frame.
Netbird gives each player a private virtual IP. Players connect directly using these virtual IPs. Real IPs never leave the device.
| Feature | GodotConnect | Raw ENet / WebRTC | WebSocket Relay |
|---|---|---|---|
| Real IP hidden from players | ✅ | ❌ | ✅ |
| Direct P2P low latency | ✅ | ✅ | ❌ |
| Host migration (no kick on disconnect) | ✅ | ❌ | Depends |
| Auth + lobby + chat included | ✅ | ❌ | ❌ |
| Drop-in GDScript — no plugins | ✅ | ❌ | ❌ |
| Cross-platform (5 platforms) | ✅ | ✅ | ✅ |
All core features included at every tier. No paywalls for the fundamentals.
Each player gets a Netbird virtual IP scoped to your game. Real IPs never shared — not with other players, not with the host, not with anyone.
Netbird-backedNative ENet peer-to-peer — Godot's fastest multiplayer layer. No relay bottleneck. Latency is only limited by the network between players.
Zero relay overheadIf the host disconnects, the session automatically moves to the next peer. State preserved. Game continues. No lobby restart needed.
Zero session lossRegister, login, username, avatar. No real email required — never verified, never emailed. Game-isolated so accounts don't cross your games.
Supabase-backedLive player list with avatars, online indicators, real-time chat. WebSocket-powered — instant updates, no polling lag.
WebSocket realtimeAndroid, Windows, Linux, macOS, Web — all play together in the same session. One integration, every platform.
5 platformsNo server knowledge. No Linux. No firewall rules. Just Godot and your game.
Contact via YouTube @Champ_gaming. Pick your player count. Pay monthly. You receive your Game ID, server URL, and all 6 GDScript files.
Drop the 6 files into your project. Register them as AutoLoads in Project Settings. Set your GAME_ID constant. That is the entire backend setup.
Each player installs the free Netbird app (Android / Windows) or runs one terminal command (Mac / Linux / Web). This only ever happens once.
One player taps Host. Their virtual IP is broadcast to the lobby. Others see it and tap Join. ENet connects directly — fast, private, no middleman.
Session migrates automatically to the next available peer. State is preserved. Players keep playing. No code needed on your end — the included scripts handle it entirely.
# Host a session — broadcasts your virtual IP to the lobby func host_game() -> void: NetbirdEnetManager.host_game() # Join a session — IP comes from lobby discovery func join_game(host_ip: String) -> void: NetbirdEnetManager.join_game(host_ip) # Sync your player position every frame StateSync.update_position(global_position) # Save any game stat — persists to cloud across sessions StateSync.update_stat("health", current_health)
₹200 base + ₹20 per player slot per month. All core features at every tier.
10 players = ₹400/mo · 20 players = ₹600/mo · 50 players = ₹1200/mo