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Real-time multiplayer

Play together, from the browser

Give your game a real-time server without leaving aukimi. Start one from the member zone, connect the Engine to it, and everyone in the session stays in sync.

Built on Colyseus

Rooms, state synchronisation and reconnection are handled by Colyseus, the open-source authoritative server used across the indie game world. aukimi provisions it, keeps it running and hands your game the address — the networking model underneath is one your players can rely on and you can read.

Start one, stop one, from the member zone

Servers live on their own page. Create, start, stop, restart or delete one, watch it move through provisioning, and copy its address — or open it straight in the Engine. No terminal, no container to babysit.

Standard Colyseus, not a fork

The Engine talks to the server with the official Colyseus client, and the server we run is stock Colyseus 0.18 with a quota layer bolted on top — nothing about the wire protocol is aukimi-specific. Rooms, the state schema and the reconnection logic are the ones documented upstream, so the Colyseus documentation applies to your game as written, and what you learn building here is not knowledge you can only use here.

A free shared server, already switched on

You do not need a subscription, or even a decision, to see your game go multiplayer. A shared test server runs permanently at wss://test.mp.aukimi.com, and a scene that has never been configured already points at it — press Play and a script that calls net.connect() is online. In the Multiplayer panel, Test lets you set the room code: keep the one you are given and you play alone, share it and your friends land in your game. It is deliberately small and deliberately forgetful: 8 players to a room, 16 connected and 2 rooms per code, nothing stored between sessions, and no promise that it will still be up tomorrow morning. It is where you find out your game works. A server of your own is where you let players in.

  • net.connect() — no arguments, the scene settings carry the rest
  • 8 players per room · 16 connected · 2 rooms, counted per room code
  • No account, no persistence, no uptime guarantee

The limits are published, not hidden

Every tier states what it does: how many players share a room, how many can be connected at once, and how many rooms run in parallel. They are enforced by the server itself, not by the marketing copy. Hobby shares a machine with other games; from Starter up the server is yours alone. Higher tiers open as host capacity allows.

  • Hobby — $3.99/month, 10 players per room, 10 connected, 2 rooms, shared host
  • Starter — $11.99/month, 32 players per room, 32 connected, 8 rooms
  • Plus — $19.99/month, 64 players per room, 64 connected, 16 rooms
  • Pro — $34.99/month, 128 players per room, 128 connected, 32 rooms

Put your game online

Create a free account and start a server when your project is ready for players.

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