🔒 Godot 4.x · ENet P2P · Zero IP Exposure

Direct P2P Multiplayer.
Zero IP Exposure.

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.

✓ Real IP never shared ✓ Up to 50 players ✓ Drop-in GDScript ✓ Host migration built-in ✓ ₹100/month base
See Pricing → How it works ↓
50
Max players/game
6+
Drop-in GDScript files
4.x
Godot version
5
Platforms supported
0ms
Relay overhead
🎙️ Free · No Obligation

Not sure if this is the right fit for your game?

I'll analyze your Godot project, explain the best multiplayer approach, and help you choose — free, no strings attached.

💬 Free Consultation on WhatsApp

Raw P2P Exposes Your Players. Relays Slow Them Down.

Every Godot multiplayer approach has a trade-off — until now.

❌ Raw ENet / WebRTC

Fast — but unsafe

Direct connection means every player's real home IP is visible to every other player in the session.

  • Strangers can see your home IP
  • DDoS and location tracking risk
  • Mobile carrier IPs leak location
⚠ WebSocket Relay

Safe — but slow

Routing everything through a server hides IPs, but adds 50–200ms of latency on every packet, every frame.

  • Noticeable lag in action games
  • Server becomes a bottleneck
  • Relay costs scale with traffic
✅ GodotConnect

Fast and private

Netbird gives each player a private virtual IP. Players connect directly using these virtual IPs. Real IPs never leave the device.

  • Direct ENet connection speed
  • Real IP never exposed
  • One-time 60s player setup
Low latency of P2P. Privacy of a relay. No compromise.

How it compares

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)

Everything in the box

All core features included at every tier. No paywalls for the fundamentals.

🔒

Private Virtual IP for Every Player

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-backed

Direct ENet Connection

Native ENet peer-to-peer — Godot's fastest multiplayer layer. No relay bottleneck. Latency is only limited by the network between players.

Zero relay overhead
🔄

Host Migration — Nobody Gets Kicked

If the host disconnects, the session automatically moves to the next peer. State preserved. Game continues. No lobby restart needed.

Zero session loss
🔐

Auth & Profiles

Register, login, username, avatar. No real email required — never verified, never emailed. Game-isolated so accounts don't cross your games.

Supabase-backed
💬

Lobby & Chat

Live player list with avatars, online indicators, real-time chat. WebSocket-powered — instant updates, no polling lag.

WebSocket realtime
🌍

Cross-Platform

Android, Windows, Linux, macOS, Web — all play together in the same session. One integration, every platform.

5 platforms

Live in under an hour

No server knowledge. No Linux. No firewall rules. Just Godot and your game.

1

Get your Game ID

Contact via YouTube @Champ_gaming. Pick your player count. Pay monthly. You receive your Game ID, server URL, and all 6 GDScript files.

2

Add AutoLoads

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.

3

Players do a one-time privacy setup — 60 seconds

Each player installs the free Netbird app (Android / Windows) or runs one terminal command (Mac / Linux / Web). This only ever happens once.

Why is this needed? Netbird creates the private virtual network that keeps real IPs hidden. Without it, GodotConnect would need to fall back to a relay and lose the latency advantage. The 60-second setup is the trade for permanent privacy on every session after that — automatic, no repeat prompts.
4

Host and join

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.

5

If the host leaves, nobody notices

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)

Pay for players, not features

₹200 base + ₹20 per player slot per month. All core features at every tier.

Starter

₹250/mo
₹200 base + 5 players × ₹20
  • Up to 6 concurrent players
  • 1 Game ID
  • All core features included
  • Auth + avatars + chat + lobby
  • All 6 GDScript files
  • Always online
Get Started →

Custom

₹200+/mo
₹200 base + ₹20 per player, up to 50
  • Up to 50 concurrent players
  • 1 Game ID (multi available)
  • All core features included
  • Add-on features available
  • Bundle deal on request
  • Always online
Contact Dev →

10 players = ₹400/mo  ·  20 players = ₹600/mo  ·  50 players = ₹1200/mo

Common questions

Why does each player need to install a companion app?
GodotConnect keeps your players' real IP addresses private by connecting them through Netbird's virtual network. Each player gets a private 100.x.x.x IP — only visible inside your game's session, useless to anyone outside it. The companion app sets this up in under 60 seconds and only needs to run once ever. Without it, the only alternative would be a relay server — which adds 50–200ms of extra latency on every packet. The one-time setup is the trade for permanent low-latency privacy on every session after that.
Can players be tracked or targeted using GodotConnect?
No. Other players only ever see a virtual IP in the 100.x.x.x range. This IP exists only inside the Netbird virtual network and cannot be used to locate, track, or DDoS a player outside of it. Your real home or mobile IP is never transmitted to any other player.
What if a player refuses to install the companion app?
Web players go through a browser-based flow with no install needed. For Android and Windows the app is lightweight, open-source (Netbird), and has no ads or data collection. Players who are security-conscious tend to appreciate it once they understand it is protecting their IP rather than adding a dependency.
What happens when the host disconnects?
The session automatically migrates to the next available peer — no one gets kicked, no lobby restart, no lost progress. Player positions and game state are preserved through the transition. This is handled entirely by the included GDScript files — no extra code needed on your side.
Is this suitable for competitive or action games?
Yes — GodotConnect uses Godot's native ENet with direct peer-to-peer connections, not a relay. Latency is as low as the network between players allows. It works well for casual to mid-paced competitive games. For sub-20ms tournament-grade shooters you would need dedicated server infrastructure, but for most indie multiplayer games this is the right fit.
Which platforms are supported?
Android, Windows, Linux, macOS, and Web (HTML5). All platforms can play together in the same session. The companion app is available for Android and Windows. Mac and Linux players run one terminal command. Web players go through a browser flow.
What Godot version does this support?
Godot 4.x. Tested on Godot 4.4. Uses standard built-in APIs — ENetMultiplayerPeer, WebSocketPeer, HTTPRequest. No plugins or third-party addons required.
How do I pay?
Contact via YouTube @Champ_gaming. Monthly billing via UPI or bank transfer. You receive your Game ID, server credentials, and all GDScript files after payment. Setup support included.