v0.2.0 Beta Release

Multiplayer, Done Right

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.

server tick: authoritative

One backend. Multiple frontends. Actually open.

No closed core, no paywalled features, no black boxes. Golem is designed as an open source foundation for multiplayer games.

GO

True Game Engine

A fully featured game backend engine, not just middleware. Write game logic on the server, including physics and navigation.

MOD

Modular By Design

Physics and navigation sit behind interfaces with multiple backends, letting you trade speed for depth as your game needs.

FPS

Superior Performance

Purpose-built for authoritative game backends with hundreds of players and thousands of entities in the same map.

YML

Schema-Driven

Define entities, commands, events, and world data in YAML, then generate server scaffolding and type-safe client classes.

SDK

Multi-Stack Clients

Generate integrations for C# and Unity, JavaScript and Phaser, Go and Ebiten, with a protocol shape shared across toolchains.

AUTH

Authoritative by Default

Clients send intent. The Go server owns simulation, validates commands, and sends players only the world state they should see.

MAP

Batteries Included

World snapshots, map file serving, lifecycle hooks, and helpers for common multiplayer plumbing come with the runtime.

WT

Modern Networking

Integrated WebSocket and WebTransport paths support browser games and reliable or unordered message flows.

OPS

One-Click Deploy Path

Design for a future cloud workflow where server-authoritative game worlds can move from local development to production fast.

Build worlds on solid ground

Stop fighting netcode and infrastructure. Start writing game logic on a backend built for performance, scale, and total authority.

Get Started Now