Months on WebSocket, Node or Go
Instead of fun and features, you end up building matchmaking, sessions, reconnects and player communication.
Multiplayer infrastructure for indie games
Multiplayer for your game in one evening, without servers or headaches. Upload a Lua script, connect the SDK, and your single-player project is already online.
Rooms, matchmaking and authoritative logic are ready out of the box.
Why it matters
You already built a great game. Adding online is where the pain usually begins.
Instead of fun and features, you end up building matchmaking, sessions, reconnects and player communication.
Even a simple multiplayer game turns into endless backend and support work.
In the end, most indie projects stay single-player even though online would be a strong selling point.
What Lungo is
You write game logic in Lua, while Lungo handles rooms, turns, chat, timers and server-authoritative state.
Rooms, victory rules, chat, timers, queues and any custom mechanics for your game.
The server applies changes instantly, without a separate release or complex logic CI.
Godot, Unity or any other stack - the integration stays close to your single-player workflow.
Zero DevOps grind, zero manual matchmaking, 100% focus on gameplay.
How it works
The path is intentionally short: you do not rewrite your game, you add a ready-made online layer on top.
Ship the single-player mechanic and keep your game logic in the usual shape.
One import line to wire event and state exchange between client and server.
Examples and templates are included for different genres, from turn-based to simple competitive games.
The admin panel ships the change to the server, and you can test it live immediately.
Admin panel, Lua script, browser game and connected players list as a short visual proof.
Publish on itch.io or Steam with the Online Multiplayer tag and show the online-first flow proudly.
Why Lungo
Not an abstract "powerful platform", but a concrete set of advantages that help you ship multiplayer faster.
From idea to online in 2-4 hours, if you already have a game and a clear mechanic.
All logic lives on the server, making cheats and desync much harder to pull off.
You do not think about servers, queues, reconnect logic or manual match handling.
The language is already common in Roblox, Defold and modding, so the learning curve stays low.
Turn-based games, board games and card mechanics are a natural fit for this approach.
Launch the first projects without limits, then grow in a pay-as-you-grow model.
Demo games
These examples let people feel the product in practice instead of only reading about it.
2 players, reconnect and turn timer. A good example of a minimal live online match.
Each round uses a new word, with speed races and chat for a light competitive game.