Multiplayer that scales with the network, not against it. Per-event compression that collapses bandwidth instead of charging for it. For every multiplayer studio.
Netcode usually charges you more the more players you have. Net does the opposite — the more repeated structure the network carries (every player’s state, every shared instance), the smaller each event becomes on the wire. Bandwidth-collapse instead of bandwidth-amortization. Compatible with Unity, Unreal, Godot, and bespoke engines via a thin shim. Per-event provenance signs every packet against tampering.
Four outcomes the engine produces by design.
Repeated structure across players gets referenced, not retransmitted. A 100-player lobby uses less bandwidth per-player than a 10-player one with conventional netcode.
Every packet carries a signature. Tampering at the wire is structurally visible. Anti-cheat gets free network-level evidence.
Unity, Unreal, Godot, custom — a thin shim wraps your existing transport. No engine rewrite required.
Brief disconnects don’t require resyncing the whole game state. The signed chain lets clients reconcile against the canonical record.
| Tool | Cost | What Net adds |
|---|---|---|
| Photon / PlayFab | per-CCU + per-GB tier | Bandwidth that shrinks with player count instead of growing; per-event provenance; no per-CCU tax once you scale |
| Custom UDP + replication | $0 + 6 months of engineering | Plug-and-play shim; engineering team works on the game, not the netcode |
| Steam Networking API | free for Steam-only | Cross-platform, cross-store, your studio not locked to Valve’s ecosystem |
| Nothing — client-server with no compression | $0 | Multiplayer that doesn’t crater your AWS bill once the player count grows |