How to make a multiplayer game without a server
How to make a multiplayer game without a server of your own: WebRTC rooms, invites, voice chat and a host who starts the game, built with AI in the browser.

To make a multiplayer game without a server of your own, build the game on iDos Games and ask the AI coder to make it multiplayer. The platform adds ready rooms to the lobby: friends join by invite or from the public list, talk in voice chat, and the host presses Play to start the game on every device. Players then connect directly over WebRTC, so there is no game server for you to rent, run or update.
Most AI game makers write the game itself well and stop at online play. A generated project has no matchmaking, no signaling and no relay for hard networks, so it stays single-player. This guide explains what "without a server" really means and how to get a working online game in an afternoon.
What "without a server" really means
No browser game is completely serverless. Two browsers cannot find each other on their own: something has to tell each one the other's address before they can talk directly. What you can avoid is the expensive part, a game server that runs the match for every player.
| Piece | What it does | Who runs it here |
|---|---|---|
| Lobby and rooms | players find each other, invites, ready check | iDos Games |
| Signaling | swaps connection details so browsers can connect | iDos Games |
| STUN | tells each player their public address | standard, free |
| TURN relay | carries traffic when a direct link is blocked | set up in the dashboard |
| The match itself | game state, moves, physics | players' browsers, the host leads |
So "without a server" means without your server. The game runs in the players' browsers, one of them acts as the host, and the platform only does the matchmaking and the handshake.
Host or mesh: how the game stays in sync
There are two common ways to keep players in sync:
- Host: one player's browser owns the game state, the others send their inputs and receive updates. Simple and fair enough for co-op and casual competitive games. This is what iDos Games rooms use.
- Mesh: every player sends updates to every other player. No single owner, but traffic grows fast with each extra player.
For a first online game, host is the right choice. Write your game so the host decides what happened (who picked up the coin, who got hit), and the other players only show it.
What players get
- Rooms in the lobby: public, or private with an invite code, for 2, 4 or 8 players.
- Ready check and room chat, with host and offline marks on every member.
- Voice chat: push-to-talk on V or open mic, mute and volume per member, and a mark on whoever is speaking.
- The host's Play takes the whole room into the game at once.
You (host) · Mira ✓ · Arrow ✓ · waiting…
Step 01Create the game
Open Create and describe the game, for example: "a co-op voxel survival game where friends build a base together". Answer the short questions about genre and style, and the platform picks a starting template. The voxel sandbox plays online from the start, so it is the fastest way to see multiplayer working.
Games that work well online on the first try: co-op building, party quiz, card duels, racing against ghosts, simple arena shooters. Games that are harder: anything with fast physics between players, where small delays matter.
Step 02Ask for multiplayer
In the AI coder write one request:
Make the game multiplayer for 4 players.
The AI coder installs the multiplayer system and registers the game in the lobby. After that, "With friends" appears next to the game's Play button. Then describe what each player does:
Each player controls their own knight. The host spawns the monsters and decides who hit what. Show the other players' names above their heads.
Step 03Turn it on in the dashboard
Open the dashboard, pick your project and go to Live Operations → v2 → Multiplayer. Turn multiplayer on and set the maximum players per room. On the same page you set up the relay (TURN) server for players behind strict networks, such as some mobile carriers and office Wi-Fi.
Step 04Test with a friend
Open the test version on two devices, ideally on different networks: one on Wi-Fi, one on mobile data. Create a room on one, join it from the other with the invite code, check the voice chat, press Play as the host and watch both devices enter the game.
What to check:
- Do both players see each other move smoothly?
- What happens when the host closes the tab?
- Can a third player join a running game, if you allowed it?
Add chat if you want players to talk outside rooms too.
Step 05Publish and invite
Deploy the checked version. The game gets its own address, so you can send the link to friends right away, and list it in the idosgames.com catalog when you are ready. Friends sign in with one iDos Games account, and the same account works in every game on the platform.
Common problems and fixes
- Players see each other jump or teleport. Ask the AI coder to smooth the other players' movement between updates instead of snapping to each new position.
- Two players pick up the same coin. Only the host should decide pickups and hits; the others ask the host.
- One friend can never connect. Their network blocks direct links. Check that the relay (TURN) server is set in the dashboard.
- The game breaks when the host leaves. Decide what happens: end the match for everyone, or let late joiners and the remaining players continue where the game allows it.
For developers
Rooms work through client.multiplayer and RealtimeSession from @idosgames/core/realtime. A game module
registers itself in the lobby with ctx.multiplayer.registerGame, choosing the topology, the room chat and the
maximum players. Every field is described in the multiplayer-realtime skill of the SDK MCP
server, so an agent such as Claude Code can
wire it up for you.

About the author
Aidos RyskeldinovFounder of iDos Games
Lifelong gamer and tech enthusiast. Since 2020 I have been building and shipping cross-platform games and apps, and today I'm building iDos Games: a platform where anyone can make a game with AI, put it live at its own link and earn from it. Here I share how to make games faster and easier than you'd think.
Frequently asked questions
Do I need to rent a game server?
No. Players connect to each other over WebRTC, and iDos Games runs the rooms and the connection setup. You do not run or pay for a game server of your own.
How many players can play together?
A room holds 2, 4 or 8 players. You set the maximum for your game in the dashboard.
Can friends talk during the game?
Yes. Rooms have a text chat and a voice chat with push-to-talk, an open mic option, and mute and volume for every member.
What happens if a player is behind a strict network?
Some networks block direct connections between players. For them the connection goes through a relay (TURN) server, which you set up on the Multiplayer page of the dashboard.
Can someone join a game that already started?
Yes, if your game allows it. The voxel sandbox template lets late joiners enter a running world, and any game can switch this on when it registers in the lobby.
Learn more in the documentation
- Multiplayer without your own server: rooms and voiceHow ready-made iDos Games multiplayer works - rooms in the lobby, public or by invite, ready check, room chat and voice chat, the host starts the game for everyone, players connect over WebRTC - and how to turn it on.
- The voxel sandbox template: survival, building and worlds from a pictureA ready voxel game template on iDos Games - survival and creative modes, mining, crafting, mobs, three dimensions, worlds from a picture and a description with or without AI, and co-op for up to 8 players. What is inside and how to make it your own game.
- Chat in your game: channels and private messagesHow the ready-made iDos Games player chat works - channels as tabs, private chats, message history, slow mode, moderation, reports and ignore - and how to set it up in the dashboard.
Make your own game
Describe the idea in a sentence - the AI coder builds it, and it goes live at its own link.
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