Multiplayer
Warigami multiplayer is LAN-first and built for lag-free, in-sync matches.
How the Netcode Works
Multiplayer uses deterministic lockstep netcode. Every player re-simulates the same game on their own machine; only commands are sent across the network, so the match stays perfectly in sync. This keeps bandwidth tiny and the simulation identical for everyone.
Players and Slots
- Up to 12 team slots on a map.
- Up to 6 human players — fill the remaining slots with AI or leave them closed.
Hosting and Joining
Start a game from the main menu with Multiplayer -> Host. Once a lobby is open, other players on the same network can:
- Discover the open lobby in a browse list, or
- Join by game code.
In the Lobby
As the host, you control the setup for each slot:
- Assign each slot to Human / AI / Closed.
- Set alliances between slots.
- Set the max players.
Presets make common setups quick:
| Preset | Setup |
|---|---|
| FFA | Free-for-all, everyone against everyone. |
| Split Teams | Two balanced sides. |
| 2 vs 1 | Two players against one. |
Alliances
Allies share the field but keep their own economies. Allied players have:
- Separate bases
- Shared vision
- No friendly fire
- Shared win/loss
Maps
Maps are sized to the player count. The game can procedurally generate a fair, symmetric map — with mirrored spawns and water corridors — for any number of players, or you can play a hand-made custom map built in the Map Editor.
Custom maps transfer automatically to everyone in the lobby before launch, so guests don’t need the file beforehand — and they keep a copy afterward.
During a Match
- Vote-to-pause: any player can call a pause during a match.
Victory in Team Games
- You win when all enemy alliances are eliminated.
- You lose when your own Palace or Prime is destroyed.
- An ally being knocked out doesn’t end the game for you.