Floptle Cloud

Multiplayer is one line, free for 100 players, and nobody port-forwards.

A managed relay so two people on two home connections can play together, and dedicated servers when a game outgrows one of them. You pay for the account. Your players open the game and join with a code.

Your friend types U3Z458 That is the whole join step. Same six characters whether the host is a laptop or a server we run.
01

Connect a project

Three steps, none of them secret. The key ships inside your build; that is what lets a player's own copy host.

  1. Register the game

    Sign in (a free Foverse account), come back to this page and register the game under a name. The form asks for the name and nothing else. You get a game key that looks like fk_live_…. It is public, not a password, and it can be rotated here at any time.

  2. Paste the key into the editor

    ⚙ Settings ⏵ Networked ⏵ Game key. The editor writes it into project.ron as cloud: (game: "your-slug", key: "fk_live_…").

  3. Host with one line, join with one code
    net.host{ relay = "cloud" }
    net.join("cloud://" .. code)

    net.lobbyCode() gives the host the six characters to read out. Same code whether the host is a laptop or a server we run. Free for 100 concurrent players across every game on the account.

02

What we measured

Three numbers from running it, each with its date. The relay logs every byte it forwards and the bench is public source, so these can be checked.

234 kbps Upstream per player in a rollback fighting game between Tennessee and Germany, 92 ms and 46 ms, read off the relay's own counters. It is the number every ceiling on this page is derived from, and it turned out to be inflated by an engine bug the measurement found. 2026-09-10
~100 players Where a relay started dropping packets under load, at under one percent of its link, with the CPU idle. The cause was a 208 KB kernel-default UDP socket buffer, not the box or the network, so the fix is a sysctl and a setsockopt rather than a bigger machine. 2026-09-11
2× The rule for the free tier: a region has to carry twice the number promised before the number goes on this page. Measured at about 1,640 players in two-player lobbies and 235 in eight-player ones, both over the 200 the gate asks for. 2026-09-10

The write-ups, with the raw counters, are in the engineering log.

03

How it works

The developer pays, once
One subscription covers every game on the account, pooled. Ship three games and they share one allowance rather than needing three plans.
Players need no account
A lobby code is a lobby code. There is no Floptle sign-in between a player and your game, and nothing for them to pay.
A hard cap, not a bill
Hit the ceiling and new lobbies are refused with a sentence naming the upgrade. Nothing is ever charged above the plan, and nobody in a game is dropped.
One code, either way
A player-hosted game and a dedicated server we run are joined by the same six characters. Nothing in your client changes between the two.
04

What it costs

Plan Free Indie Studio
Price $0 no card $15 a month $60 a month
Concurrent playerspooled across every game on the account 100 250 500
Dedicated serversa build of your game that stays up on our box Players host from their own machine 1 1024 MB of memory and one CPU core each 4 1536 MB of memory and one CPU core each
Storagefor the account: server builds, player data, attachments, stages and saves; divide it between games as you like 1 GB 10 GB 50 GB
Regions us-east Every region including ones that open later; today us-east Every region including ones that open later; today us-east
Above the plan Hard cap. New joins are refused, nobody playing is dropped, nothing is billed. Hard cap. New joins are refused, nobody playing is dropped, nothing is billed. Hard cap. New joins are refused, nobody playing is dropped, nothing is billed.
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The pricing page has the Photon comparison, sourced and dated, and what happens when you cancel.

Entering a game jam we sponsor? Entrants get Indie free for the jam and 30 days after. How jam sponsorship works.

05

What it is not yet

  • One region. US East (Ashburn) today. The paid plans cover every region including ones that open later; today that list is short.
  • Dedicated servers run on Linux boxes we operate. Your bundle carries assets and scripts, never a binary, so there is nothing to compile for them, and nothing native runs there.
  • No browser client for the relay. A web build of a Floptle game cannot host or join a relay lobby yet.
  • The engine is pre-1.0 and moving fast. A server bundle pins its engine version, so an engine release never changes a running server under you.
06

Who runs it

Ty Johnston
Ty Johnston Built and run by one person, in Knoxville, TN.

The relay is in Ashburn, the control plane is on a server in my house behind a tunnel, and every outage so far has been my own doing and is written down. The incident log is public.