True Game Engine
A fully featured game backend engine, not just middleware. Write game logic on the server, including physics and navigation.
Write the backend in Go, generate clients for multiple languages and engines, and ship with confidence. Built for devs who need server-authoritative worlds with high player and entity density.
No closed core, no paywalled features, no black boxes. Golem is designed as an open source foundation for multiplayer games.
A fully featured game backend engine, not just middleware. Write game logic on the server, including physics and navigation.
Physics and navigation sit behind interfaces with multiple backends, letting you trade speed for depth as your game needs.
Purpose-built for authoritative game backends with hundreds of players and thousands of entities in the same map.
Define entities, commands, events, and world data in YAML, then generate server scaffolding and type-safe client classes.
Generate integrations for C# and Unity, JavaScript and Phaser, Go and Ebiten, with a protocol shape shared across toolchains.
Clients send intent. The Go server owns simulation, validates commands, and sends players only the world state they should see.
World snapshots, map file serving, lifecycle hooks, and helpers for common multiplayer plumbing come with the runtime.
Integrated WebSocket and WebTransport paths support browser games and reliable or unordered message flows.
Design for a future cloud workflow where server-authoritative game worlds can move from local development to production fast.
Stop fighting netcode and infrastructure. Start writing game logic on a backend built for performance, scale, and total authority.
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