EvonX
Live in 30 template games

Multiplayer game makerMake online games to play with friends.

Publish your game and up to six friends join from their phones. Evonx's server referees every real-time match: each client sends what its player did, the server runs the one true match and sends it back twenty times a second.

60steps a second, run on the server
20snapshots a second to every client
6players in one room
Rumble Squad● server match3 v 3
what each player didthe match, back to every client

Rumble Squad, a published Evonx game. The strip shows the flow slowed down: in the match it runs 60 steps and 20 snapshots a second.

Deterministic and non-deterministic simulation

Same game, three clients. Same result?

A game is deterministic when the same start and the same moves always give the same result. Run the board below on three clients: with fixed steps they stay identical to the last bit. Let each one step at its own frame rate, as phones do, and the same drop ends in three different places.

One board on three clients
60 Hz----
60 Hz----
60 Hz----

identicalSame seed, same steps: every client holds the same board, bit for bit.

So Evonx plays them two ways

Turn games · lockstep

Cards and boards are deterministic. Every client runs the same rules from the same seed, and the room keeps one thing: the order of the moves. Only moves travel.

Real-time games · server referee

Physics, aim and timing are not. The server runs the one true match and every client draws what it says, so no player's device hosts the game.

Real-time matches

A match on the wire, step by step.

Your friend's runner is drawn a little in the past, between two snapshots that already arrived, so it moves smoothly even when the network stutters. Your own runner is drawn now and checked when the server answers. Drag the latency, add jitter, or cut the network.

Your screenyou · predictedfriend · interpolated
server's truth nowfriend as drawnyou as drawn
The last 360 ms1/5 speedinputs ↑ every stepsnapshots ↓ every 3 steps
100 msfriend drawn behind the newest snapshot (100 to 250 ms, follows the jitter)
0 msguessed past the newest snapshot (at most 250 ms, then it waits)
0.0 pxyour runner's correction, faded by half every 90 ms
60/ssteps of the match on the server
Δa snapshot is the change since the last one; a whole one every 300 steps
1/stepinput from each client; a late client's last input repeats
0players' devices hosting the match: closing the app ends nobody else's game

Shared worlds

An open city, with your friends in it.

In an open world every client runs its own city and tells the room where its player is, at most ten times a second and only when it moved. The room sends everybody's newest place every 100 ms, and each client draws its friends 150 ms in the past so they walk and drive smoothly. In Hill Climb the same idea makes a race: your friends' cars ride beside yours as ghosts.

Three clients, one city≤ 10/s, only when movedroom → all, every 100 msdrawn 150 ms back

Measured, not promised

What an online multiplayer game costs a phone.

The data each phone receives in a server match, measured per game in our tests. A whole online match uses less than a minute of video.

GameHow it plays onlinePer phone
Arena brawler (3 v 3)server match~34 KB/s
Battle royaleserver match~31 KB/s
Blob arena (agar.io-like)server match10 KB/s
Racerserver match10 KB/s
Paper land (paper.io-like)server match7 KB/s
Snakeserver match4.5 KB/s
Lane battlerserver match2.5 KB/s
Okey, tavla, Batak, Pişti, King, chess, checkers, trivia, bingolockstepmoves only
Open city, Hill Climb raceshared world≤ 10 updates/s

Opening a room and joining it took 666 ms on rooms.evonx.ai; a message from one player's phone to another's and back, through the room, took 54 ms at the median.

How it works

How to make a multiplayer game, without a server of your own.

Start

Pick one of 30 online games

Football, okey, tavla, chess, a racer, a battle royale and more already play online. Or ask Evonx's agent to add online play to the game you have.

Publish

Friends join the published game

Online play opens once the game is published. Your preview shows the lobby with a note to publish first.

Invite

Quick play, a code or a link

Up to six players: quick play fills a room with whoever is waiting, a six-character room code or an invite link brings your friends in.

Questions

Multiplayer, answered.

How do I make a multiplayer game with Evonx?

Start from one of the 30 template games that already play online, or ask Evonx's agent in the chat to add online play to your own game. Publish it, and friends join with quick play, a six-character room code or an invite link.

Whose phone hosts the match?

Nobody's. Evonx's server referees every real-time match, card and board games play in lockstep, and open worlds play as a shared world. A player who closes the app ends nobody else's game.

What is the difference between lockstep and a server match?

Lockstep sends only the moves and lets every client run the same deterministic rules, which suits turn games. A server match runs the game on Evonx's server and sends snapshots, which suits real-time games where phones would drift apart.

How many friends can play together?

Up to six players in one room.

Can friends join while I'm still making the game?

No. Friends can join only once the game is published. In your own preview the lobby shows a note to publish first.

Which online multiplayer games can I start from?

30 template games, among them football, okey, tavla, Batak, Pişti, King, chess, checkers, trivia, bingo, agar.io-like and paper.io-like arenas, snake, a fighter, a duel shooter, a lane battler, a racer, a battle royale, a Hill Climb ghost race and an open city.

Make it once. Play it together.

Start free and make a game your friends can join.

Start free