
This guide shows you how to host a multiplayer game built with Godot Engine on Edgegap's dedicated game servers, then add matchmaking so players are grouped and connected to a server near them automatically.
Once your game server is containerized, Edgegap deploys it worldwide to 615+ Edge Cloud locations (on-demand) from a simple API call and billed exclusively on usage: no entire server to rent, provision or keep running between matches. For persistent servers of reserved capacity, Edgegap offers Private Fleets. Edgegap's Matchmaking builds on top of that and is optional.
Godot ships with multiplayer basics built in, enough to connect players to a dedicated server and keep them in sync. Fast-paced or competitive games usually add a netcode on top, such as netfox, for prediction, rollback and lag compensation. Step 3 lists what Godot includes and what you may need to add. The hosting steps are the same either way.
This guide covers:
Preparing Godot, your Edgegap account and a containerization tool
Connecting your coding agent to Edgegap (optional)
Getting your Godot game ready for dedicated servers
Building and containerizing your game server
Deploying a test server and connecting to it
Adding matchmaking (optional)
Testing the full loop with two players
You can do it two ways, and mix them:
With a coding agent. Connect Claude Code, Cursor or another agent to the Edgegap MCP server and its agent skills. The agent edits your project, builds and containerizes the server and deploys it. You handle the clicks in Godot and the Edgegap dashboard, and playtest. Edgegap's skills cover Godot through their engine-agnostic server and container guides; a Godot-specific skill isn't published yet.
By hand. Every step below also works without an agent.
For building and containerizing the server, Edgegap's game server hosting plugin for Godot is optional. It builds your server, containerizes it and deploys it to the cloud from the Godot editor, the quickest way to see your server online for the first time (step 4, Option A).
The video in step 4 uses Forest Brawl, netfox's example game. Any Godot project that runs as a dedicated server works the same way.
1. Before you start
A free Edgegap account. Verify your email. No credit card is needed to test.
Godot 4.3 or newer, with a multiplayer game that runs locally with one server and one client.
A containerization tool, running. We recommend Docker Desktop, installed and running while you build.
Other container tools work with Edgegap too, but this guide only covers Docker.
For the agent path: an Edgegap API token, from Dashboard → User Settings → Tokens. It is organization-wide, so treat it like a password: never put it in your project, your game client or a chat.
2. Connect your coding agent to Edgegap
Skip this step if you're doing everything by hand.
The Edgegap MCP server lets your agent create apps and versions, deploy servers, read logs and generate matchmaker configurations and Dockerfiles on your account. The agent skills give it Edgegap's server design rules, container setup, local test routine and known pitfalls.
Claude Code (run in your own terminal, so the token never passes through the chat):
claude mcp add --transport http edgegap https://mcp.edgegap.dev/mcp -H "Authorization: token YOUR_EDGEGAP_API_TOKEN" --scope user
Then install the skills: /plugin marketplace add edgegap/edgegap-agent-skills, then /plugin install edgegap@edgegap. Restart the session.
Cursor, VS Code and other clients that send headers: add https://mcp.edgegap.dev/mcp with the header Authorization: token YOUR_EDGEGAP_API_TOKEN, and install the skills with npx skills add edgegap/edgegap-agent-skills --skill "*".
Claude Desktop: custom connectors can't send the header, so use the local server instead (Node 18+): { "mcpServers": { "edgegap": { "command": "npx", "args": ["-y", "@edgegap/mcp"] } } }. It asks for the token on first use.
Check it works:
"List my Edgegap apps."
An empty list is fine. An error about the token usually means the header reads token token ....
3. Get your Godot server ready for dedicated hosting
On Edgegap, no player hosts the match. A headless dedicated server owns the game, so the dedicated server must start on its own, listen on a fixed port and stop when the match is over.
What Godot includes, and what you may need to add
Godot 4's high-level multiplayer covers the plumbing. What a commercial netcode adds on top is the part players feel: responsive input and fair hits under real-world latency.
Built into Godot 4.3+ | Usually added by a netcode or your own code |
|---|---|
Network transports: ENet (UDP), WebSocket and WebRTC | Client-side prediction and server reconciliation, so your own movement feels instant |
RPCs, with reliable or unreliable delivery | Rollback for fast-paced games |
Node authority: who controls what | Lag compensation, so hits are judged at what the shooter saw |
MultiplayerSpawner: spawning nodes on every peer | Shared tick and time sync between server and clients |
MultiplayerSynchronizer: property sync, with update intervals and per-player visibility | Interpolation buffers, so other players move smoothly between updates |
Export for dedicated servers, headless with no GPU | Bandwidth tuning per object, such as priorities and compressed values |
(Godot Engine documentation, last reviewed 2026.10.16)
Turn-based, casual and co-op games often ship on Godot's built-in multiplayer alone. Shooters, fighting and racing games usually need the right-hand column: build it yourself, or use an add-on such as netfox, which adds time sync, prediction with reconciliation, rollback and interpolation. Matchmaking isn't part of either; Edgegap adds it in step 6.
With your agent:
"Load the edgegap-server-design skill and make this Godot project dedicated-server ready: a headless server that starts on its own on 0.0.0.0 at a fixed port, spawns players when clients connect, caps its tick rate, and stops its own Edgegap deployment when the match ends. Follow docs.edgegap.com/godot. Then check it works locally with one server and one client."
By hand:
Add a bootstrap script that starts the server in server builds (headless, or a
--serverargument) with Godot's multiplayer API, listening on all interfaces at a fixed port: 7777/UDP with ENet by default. The Edgegap Godot docs include a minimal bootstrap script, and one for Forest Brawl.Spawn players for each connected peer, not for a host player.
Keep game logic on the server (it's the authority), and guard client-only code (cameras, UI, input, audio) so the headless server skips it.
Cap the server's tick rate (Project Settings → Physics → Common → Physics Ticks Per Second): 60 for fast shooters, 20 to 30 for most action games.
When the match ends, have the server stop its deployment: send
DELETEto theARBITRIUM_DELETE_URLthat Edgegap injects, withARBITRIUM_DELETE_TOKENas the Authorization header.
Test locally first: one instance as the server, one as a client, on 127.0.0.1. Don't containerize a game that doesn't work on localhost.
4. Build and containerize your server
Edgegap runs your Linux server build inside a container. Use either option, or both: for example, the plugin for your first deploy and your agent for every build after that.
Option A (optional): Edgegap's game server hosting plugin for Godot. The quickest way to a first cloud deploy, from the Godot editor. It uses Docker to containerize your server. The video below shows this path.
In Godot, open the AssetLib tab, search for Edgegap, then Download and Install. Or copy the plugin from GitHub into your project's
addonsfolder.Enable it under Project → Project Settings → Plugins. An Edgegap tab appears next to the Inspector.
Select Get token, sign in, and paste the token into the plugin.
Validate the export templates, add the bootstrap script from step 3, and select Build server.
With Docker running, select Validate Docker, then Containerize with Docker. Optionally, Deploy local container and connect a client to it.
Select Upload image and create App version. In the dashboard, set the port to your server's: 7777, UDP, named
gameport. Submit.
Option B: ask your agent.
"Load the edgegap-containerize skill. Export the Godot dedicated server for Linux, generate a Dockerfile with edgegap_generate_dockerfile, build it for linux/amd64, push it to my Edgegap Container Registry with a new tag, then create the app and app version with port 7777 UDP named gameport and restart policy Never."
The agent asks you to run docker login registry.edgegap.com yourself, with the username and token from the Container Registry page, so those credentials stay out of the chat. Make sure the app version has the registry credentials set: without them, deployments fail with "Unable to pull image from registry".
Use a new image tag for every build, never latest.
Here's our video tutorial for Edgegap's plugin for Godot, using netfox's Forest Brawl:
5. Deploy a test server and connect
Start one server by hand to prove the image, the port and your netcode work before adding matchmaking. Any of these works:
From the plugin: choose your app and version, then select Deploy to Cloud.
From the dashboard: open your app version in the Edgegap dashboard, select Deploy, pick a location close to you, and deploy.
From your agent: "Deploy my latest Edgegap version near me, wait until it's ready, show me the logs, and give me the address and external port."
When the deployment is Ready, copy its Host and External Port, put them in your client's connection settings, and play. The external port changes on every deployment, so read it each time. The server can take up to a minute after Ready to accept players. If something fails, check the deployment's logs and metrics in the dashboard: 100% CPU usually means the tick rate isn't capped.
Stop the deployment when you're done (from the plugin, the dashboard, or your agent). The free tier runs one deployment at a time, and a forgotten test server blocks matchmaking.
Here, you picked the location and handed out the address. To group players and start a server near them automatically, add a matchmaker.
6. Add matchmaking
Edgegap's matchmaker is a hosted service: players send a ticket, it groups them by your rules (match size, teams, latency, skill, mode), deploys your server near them and returns the address to every client.
With your agent:
"Generate an Edgegap matchmaker configuration for my app version: one team of 2 to 4 players, and let a lone player get a server after 30 seconds so I can test alone. Save it as matchmaker-config.json."
Then, in the dashboard (this step has no API):
Open Matchmaker and select Create Matchmaker.
Name it, upload
matchmaker-config.json, and select Create and Start.When it's ONLINE, copy the API URL and the Auth Token. The Auth Token is safe to ship in your game client: it gives no access to your Edgegap account.
Back with your agent:
"Write a Godot matchmaking client with HTTPRequest: create a ticket with the matchmaker API URL and Auth Token, poll it until a server is assigned, then connect to the assigned host and port. Wire it to my Play button, then rebuild and push the server, create a new app version and tell me what to update in the matchmaker."
Edgegap's skills don't ship a Godot matchmaking client yet, so the agent writes it from the matchmaker's ticket API, a few HTTP calls.
By hand: follow the matchmaking documentation.
Browser (Web export) games: no latency rule in the matchmaker (browsers can't send latency pings), and list every origin that serves your build in allowed_cors_origins.
When you ship a new server build, update application.version in the matchmaker configuration (Stop, Edit, Start), or matches keep deploying the old build.
7. Test the full loop with two players
Make sure no test deployment is still running.
Run two clients: two exported builds, or the editor plus a build.
Select Find Match in both. Both clients get the same server and connect.
Leave the match. The server stops its own deployment, and it disappears from the dashboard. That self-stop is what keeps your bill at zero when nobody plays.
On the free tier, the matchmaker stops 3 hours after each start (restart it from the dashboard), deployments stop after 60 minutes, and one deployment runs at a time.
Using netfox? See netfox on GitHub for prediction, rollback and lag compensation in Godot. Matchmaking details: Matchmaking documentation.
Going live? Ask your agent to run the edgegap-launch skill's checklist: version rollouts, restart policy, maximum duration, cost control.
Stuck? Ask your agent to load edgegap-troubleshoot, or ask our team and other studios on the Edgegap Discord.
Frequently Asked Questions
Common questions about hosting a Godot multiplayer game on Edgegap's dedicated servers, with or without matchmaking.
Does Godot support dedicated servers?
Yes. Godot 4 can export a headless dedicated server with no GPU, and its high-level multiplayer API runs the server with ENet, WebSocket or WebRTC. Start the server from a bootstrap script, listening on all interfaces at a fixed port.
Is Godot's built-in multiplayer enough for my game?
For turn-based, casual and co-op games, often yes: Godot includes transports, RPCs, spawning and property sync. Fast-paced and competitive games usually add client-side prediction, rollback, lag compensation and interpolation, with your own code or an add-on such as netfox.
Which port does a Godot server use on Edgegap?
Whatever your server listens on: Edgegap's Godot plugin and docs default to 7777 over UDP for ENet. Set the same port on your Edgegap app version, named gameport. Players connect to the external port Edgegap assigns to each deployment.
Do I need the Edgegap plugin to host a Godot game?
No. The plugin is the quickest way to build, containerize and deploy from the Godot editor. A coding agent connected to the Edgegap MCP server, or your own Docker build, works too.
How much does it cost to host a Godot game server?
Testing is free, with no credit card. After that, Edge Cloud bills per vCPU per minute only while servers run, so a server that stops at the end of each match costs nothing between matches.

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