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:

PresetSetup
FFAFree-for-all, everyone against everyone.
Split TeamsTwo balanced sides.
2 vs 1Two 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.