JG — Jondob Games logo Jondob Games · JMB

Any multiplayer game, made easy.Everything your game needs, in one package.

A feature-rich, indie-friendly multiplayer backend, built for every kind of game. Continuously updated, with quick support, and first-party Godot 4 SDK.

Complete Solution· Easy To Use· Zero Dependencies
Features

You make the game. We handle the backend.

Multiplayer is a mountain of work. Sessions, presence, matchmaking, persistence, security. JMB handles all of it, so you build your game, not its plumbing.

Account integration

Email and password, or Steam login.

Player & world data

Save anything per player or per world, like stats, inventories, and progress.

Friends & chat

Friend requests, presence, DMs, chat rooms, and blocking.

Server modes

Quick matches or persistent worlds that stay online.

Leaderboards

Any player stat becomes a leaderboard.

Security

Industry-standard protection, built in.

Three steps

Run it. Drop it in. Ship.

No vendor account. No SDK key. No complicated dashboard. No unpredictable payments.

Run the binary.

Run the server on any VPS, no constraints. You own everything: easy backups, easy data transfer, and quick, easy setup.

Drop in the SDK.

Update the config. Create your own menus, or use our premade demos and customize them as you wish.

Ship it.

Focus on making your game great, and let us do the complicated backend stuff.

Compare

JMB vs the field.

Feature
JMB Recommended
PlayFabMicrosoft
FirebaseGoogle
NakamaHeroic Labs · Self-host
built in partial / via plugin not available
Godot integration
First-party GDScript SDK
No SDK
No SDK
Official SDK · updates can lag behind
Download and run
Downloaded and running in 5 minutes
Cloud signup + setup
Cloud signup + setup
Multiple programs to install and configure
Pricing & support
One-time purchase, developer support included
Fees scale with usage
Pay-as-you-go, costs unpredictable
Free, but premium cost for support
Server configuration
Edit simple text files
Dashboard + custom code
Dashboard + custom code
Config file + code for game logic
Full source code
Every line: read, modify, learn
Closed
Closed
Apache 2 License / Open source
You own your server & data
Your machine, your rules
Microsoft’s cloud
Google’s cloud
Self-hosted
Database
Both SQLite + Postgres out of the box · nothing extra to install
No direct access
Direct access via SDK
Separate PostgreSQL install and upkeep
Automatic backups
Runs automatically, zero setup
On their schedule
Configurable schedules
Manual setup required
Supported game types
Match-based + always-on worlds + async multiplayer
Match-based only
Build it yourself
Match-based only · always-on is DIY
Matchmaking & lobbies
Lobbies built-in · matchmaking in development
Included
Build it yourself
Included
Real-time chat, friends & parties
Chat & friends built-in · parties in development
Included
Build it yourself
Included
Leaderboards
Any player stat becomes a leaderboard
Included · separate setup
Build it yourself
Included · separate setup
Player variables
Define any stat your game needs · the server handles the rest
Included
Build it yourself
Included
Mod & content delivery
In development
Included · full UGC system
Cloud Storage · DIY setup
Not included
Device-bound security
Locked to the login device, so stolen logins are useless
Cloud-managed
Basic
Basic login protection
Rate limiting
Built-in, fully configurable
Built-in
Extra services required
Custom server code required
Anti-replay protection
Copied requests auto-rejected
Opt-in · partial
Partial
Not included
Password protection
Argon2id · the strongest standard available
Industry standard
Industry standard
Bcrypt · older but still acceptable
Godot-focused docs
First-party Godot docs
No Godot docs
No Godot docs
Has good docs
Getting Started

You are minutes from multiplayer.

Run the binary, drop in the SDK, and point it at your server. The getting started guide walks you through the rest.

Coming Soon Getting started
Need a custom solution? Contact us · info@jondobgames.com
FAQ

Common questions.

Basics

What is JMB and what does it do?

JMB, the Jondob Multiplayer Backend, is a self hosted multiplayer backend for Godot 4. It gives your game accounts, lobbies, friends, chat, player and world data, and leaderboards: you run one server binary, drop the GDScript SDK into your project, and ship.

Is there a self hosted alternative to PlayFab or Nakama for Godot?

Yes. JMB covers the ground PlayFab and Nakama cover, accounts, lobbies, friends, chat, player data and leaderboards, but it is self hosted on your own server, built only for Godot, and sold as a one time purchase instead of a subscription.

Can I add multiplayer to a Godot game without Docker?

Yes. JMB ships as a single binary, with no Docker, no Kubernetes and no container setup. Download it, run it, and point the SDK at your server. The server runs on Windows, macOS and Linux, the SDK runs anywhere Godot exports to, and crossplay works by default.

Which Godot versions does JMB support?

JMB supports Godot 4.6 and newer. The SDK is plain GDScript, so there are no native extensions to match to your engine build.

Pricing & hosting

How much does JMB cost to run?

There are no subscriptions and no per player or usage based fees; the only recurring cost is whatever server you run it on. A 5 USD VPS from Hetzner, DigitalOcean or Linode is enough to start, and you can scale up later if your game needs it.

Can I use JMB in commercial games, and how does the license work?

Yes. JMB is royalty free and made for commercial games. The indie license is 50 USD and covers teams of up to 9 people. Teams of 10 or more need the pro license, 300 USD, which covers the entire studio. No royalties, no recurring fees, free updates forever.

Do I have to host the game servers myself?

Yes. Game instances are dedicated server builds of your game, running on your own VPS or machine alongside the JMB server. Players never host matches themselves, which keeps every match server authoritative and under your control.

How many players can JMB handle?

JMB is written in Go, the language built for large scale network services. Each connection is served by a pair of lightweight goroutines, every message is rate limited, and the whole server ships as one optimized native binary. On a modest VPS the architecture comfortably handles thousands of concurrent connections; the practical ceiling is usually your game's message rate and database load rather than the player count.

Features

What login and account options does JMB support?

Steam login and email login are already implemented, and more login methods are under development. Accounts and sessions are managed by the server out of the box, so there is no account system to build yourself. Logged in players can change their password and email; password reset by email is not available yet.

Does JMB include matchmaking, friends and chat?

Lobbies are built in today, alongside friends and chat, so players can find each other and talk from day one. Matchmaking and parties are in development; the Discord and the newsletter below announce each release.

How do I define more variables for the player, the world, or in general?

It is all simple configs. You add the variable to a JSON text file and that is it. Player, world and general purpose variables are all defined the same way, no code required.

What kinds of game modes does JMB support?

Match and instance based games, persistent worlds, and async multiplayer are supported today; async covers data driven games with no realtime player sessions, in the spirit of classic browser games like FarmVille. Relay support is in development.

Tech & security

Do I need to set up a database?

No. JMB works out of the box with SQLite and also supports PostgreSQL for bigger projects. Automatic database backups are built in.

How does JMB handle security and cheating?

Every request is authenticated and rate limited, passwords are hashed with Argon2id, sessions are device bound, and anti replay protection is built in. Sensitive writes can be restricted to your dedicated game instances, which authenticate separately from players, and gameplay validation runs in your server build of the game, so clients are never trusted.

Does JMB replace Godot's networking?

No, they work together. Godot keeps doing realtime gameplay networking inside a match, while JMB handles everything around it: accounts, lobbies, friends, chat, player and world data, and coordinating your dedicated game instances. Your game servers register with JMB, receive matches from lobbies, and report players joining and leaving.

Can I add custom server logic?

Game rules live in your own dedicated instance, which is your Godot code, so custom logic is just GDScript. On the backend side, behavior is driven by JSON configs: variables, lobby rules, endpoint toggles, instance definitions and lifecycles are all files you edit.

Who owns my game's data?

You do, entirely. Data lives in SQLite or PostgreSQL on your own server, automatic backups are built in, and nothing is stored with a third party. If you ever want to move, it is a standard database you can take with you.

Support

Where do I get help?

Start with the getting started guide. For anything else, ask in the Discord or email info@jondobgames.com. Support comes straight from the developer and is included with the purchase.

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