
add-multiplayer
Add real-time or turn-based multiplayer to an existing browser game using PartyKit (Cloudflare Durable Objects). Scaffolds a room-based server, a NetworkManager client, EventBus events, GameState fields, Constants, and extends rendergametotext(). Use when the user says "add multiplayer", "make this multiplayer", "add real-time co-op", "add online play", "scaffold multiplayer", or "add netcode". Do NOT use for solo leaderboards (use monetize-game), single-player AI opponents (use add-feature), or peer-to-peer/WebRTC games.
- Installs
- 606
- Last 24h
- —
- Trending rank
- —
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/playableintelligence/game-creator --skill add-multiplayer- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads add-multiplayer automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Add Multiplayer (PartyKit / Cloudflare Durable Objects)
Add real-time or turn-based multiplayer to an existing single-player browser game. This skill scaffolds:
- A PartyKit server (one Durable Object per room) deployed to Cloudflare's edge.
- A client
NetworkManagerwired through EventBus that mirrors the existingplayfun.jsexternal-service pattern. - Additive edits to
EventBus,GameState,Constants, andrender_game_to_text()— single-player gameplay must remain identical when the server is unreachable.
The default state is "single-player works." If the WebSocket connection fails, NetworkManager swallows the error and the game runs locally as before. When connected, remote players appear via network:player-joined and synchronize via network:state-received.
Reference Files
architecture.md— event taxonomy, GameState schema, NetworkManager contract, Phaser vs Three.js placement notes.partykit-server.md— server templates (realtime.tsandturn-based.ts), state shape, broadcast helpers, rate limiting.client-integration.md—MultiplayerClient,NetworkManager,RemotePlayerRegistrysource, EventBus/GameState/Constants append patterns,render_game_to_textextension.deploy.md—npx partykit devandnpx partykit deploywalkthrough, capturing the deployed URL,.envhandling, and client redeploy.
Core Principles
These are rules, not guidelines:
- Single-player must work offline. With the server unreachable, the game must boot, play, and reset normally. NetworkManager catches all connection errors and emits
network:disconnectedinstead of throwing. - Additive edits only. Append to
EventBus.js,GameState.js,Constants.js,main.js, andrender_game_to_text()under a// === Multiplayer ===banner. Never rename, remove, or change existing fields. - EventBus is the only seam. NetworkManager talks to the rest of the game through events — no direct imports from scenes, systems, or entities into NetworkManager (or vice versa).
- Server is authoritative, but tolerant. The PartyKit room owns the canonical room state. Clients send intents; the server validates and broadcasts. In
realtimemode validation is light (last-write-wins). Inturn-basedmode validation is strict (rejects out-of-turn moves). - Backend-agnostic client API. All
partysocketcalls go throughMultiplayerClient. If a future user wants Colyseus or fly.io+ws, onlyMultiplayerClient.jschanges — game code does not. - Default room is
'lobby'. No matchmaking UI in v1. Users override by emittingmultiplayer:join-roomwith a custom room id.
Prerequisites
- An existing Phaser 3 or Three.js game scaffolded with this plugin (has
src/core/EventBus.js,src/core/GameState.js,src/core/Constants.js,src/main.jswithwindow.render_game_to_text()). - Node.js 18+.
- A Cloudflare account for
npx partykit deploy(the CLI walks the user through login on first deploy; free tier is sufficient for prototyping).
Instructions
The user wants to add multiplayer to the game at $ARGUMENTS (or the current directory if no path given). Optional --mode=realtime (default) or --mode=turn-based chooses the server template.
Step 0: Locate and read the game
Parse $ARGUMENTS for the game path and --mode flag. If no path, use cwd. Verify it's a game by reading package.json and confirming Phaser or Three.js dependency.
Read these files in full before touching anything:
package.json— engine + scripts.src/main.js— orchestrator,window.render_game_to_text(),window.advanceTime().src/core/EventBus.js— exact event names already in use.src/core/GameState.js— current state shape andreset()semantics.src/core/Constants.js— config block conventions.progress.mdif present — pipeline context.
Then tell the creator one sentence confirming what you saw:
Game is
<engine>with<N>events and a<player|bird|ship>entity. I'll add a multiplayer layer that broadcasts the local<entity>'s state atTICK_RATE_HZand renders remote players from server broadcasts. Single-player will continue to work when the server is offline.
Step 1: Choose sync mode
Pick the server template:
| Mode | When to use | Wire model |
|---|---|---|
realtime (default) | Action games, runners, dodgers, platformers, anything with continuous movement | Local setInterval at TICK_RATE_HZ broadcasts the local entity's {x, y, [z], score, state}; server fans out; clients render last-known remote state |
turn-based | Card games, board games, puzzles, anything with discrete moves | EventBus events (player:moved, player:played-card) forward as {type, payload} messages; server validates and broadcasts; clients apply on network:state-received |
If the user did not pass --mode, infer from the game's existing events. If you see continuous-position events (bird:flap, player:moved, position-updating physics), use realtime. If you see discrete actions (card:played, move:submitted), use turn-based. State the choice and proceed.
Step 2: Scaffold the server
Create a sibling multiplayer-server/ directory inside the game project. See partykit-server.md for the full template content.
Create:
multiplayer-server/partykit.json— manifest withname(use the game's directory name),main: "src/server.ts",compatibilityDate.multiplayer-server/package.json—partykitdep,dev/deployscripts.multiplayer-server/tsconfig.json— minimal TypeScript config that PartyKit accepts.multiplayer-server/src/server.ts— paste the appropriate template frompartykit-server.md(realtimeorturn-based).multiplayer-server/.gitignore—node_modules,.partykit.
Run cd multiplayer-server && npm install to install partykit (which provides partysocket for the client too via npm workspaces, but we'll add partysocket explicitly to the client).
Step 3: Scaffold the client
Create three new files. See client-integration.md for the full source.
src/multiplayer/MultiplayerClient.js— backend-agnostic interface aroundpartysocket(connect,send,onMessage,disconnect,isConnected).src/multiplayer/RemotePlayerRegistry.js—Map<playerId, RemotePlayer>withupsert,remove,prune(staleMs),list().src/systems/NetworkManager.js— wires MultiplayerClient ↔ EventBus, owns the broadcast tick (inrealtimemode), handles reconnect with exponential backoff, emitsnetwork:*events.
Add partysocket to the game's package.json deps:
cd <game-path> && npm install partysocket
Step 4: Append to existing core files
Make additive edits only. See architecture.md for full schemas and client-integration.md for the exact append blocks.
src/core/EventBus.js — append under // === Multiplayer === banner:
// === Multiplayer ===
NETWORK_CONNECTED: 'network:connected',
NETWORK_DISCONNECTED: 'network:disconnected',
NETWORK_PLAYER_JOINED: 'network:player-joined',
NETWORK_PLAYER_LEFT: 'network:player-left',
NETWORK_STATE_RECEIVED: 'network:state-received',
MULTIPLAYER_JOIN_ROOM: 'multiplayer:join-room',
MULTIPLAYER_LEAVE_ROOM: 'multiplayer:leave-room',
src/core/GameState.js — append a multiplayer field with persistent (roomId, playerId) and transient (connected, remotePlayers) parts. Update reset() to clear only the transient parts so rejoin works after a game restart.
src/core/Constants.js — append a MULTIPLAYER block with SERVER_URL (filled by Step 6), DEFAULT_ROOM, MAX_PLAYERS, TICK_RATE_HZ, reconnect backoff, stale-player threshold, PROTOCOL_VERSION. No magic numbers — every value is a named constant.
src/main.js — instantiate NetworkManager after EventBus + GameState, before the engine starts. Expose window.__NETWORK_MANAGER__ for tests. Extend window.render_game_to_text() to additively include multiplayer: {...} and remotePlayers: [...].
Step 5: Wire the local game into the network tick
Inspect existing events. The wiring depends on mode:
realtime: NetworkManager owns a setInterval at TICK_RATE_HZ. Each tick it reads the local entity from GameState and calls client.send({type: 'state', payload: {...}}). No EventBus subscription needed — it just samples GameState. Add a single network:state-received listener in the relevant scene/system that calls RemotePlayerRegistry.upsert() and triggers a re-render.
turn-based: NetworkManager subscribes to the game's existing move events (e.g., card:played, move:submitted) and forwards them. The scene/system listens for network:state-received and applies the validated remote move. Local optimistic UI is allowed, but the server is the source of truth.
In Phaser games, remote-player rendering happens in the active GameScene — instantiate sprites on network:player-joined, update positions on network:state-received, destroy on network:player-left. In Three.js games, the active orchestrator (Game.js) creates and updates remote-player meshes.
See client-integration.md for example scene patches for both engines.
Step 6: Deploy the server
Run the dev server first to confirm everything works locally:
cd <game-path>/multiplayer-server && npx partykit dev
This starts a local CF Worker emulator on http://127.0.0.1:1999. In another terminal, set VITE_MULTIPLAYER_SERVER_URL=http://127.0.0.1:1999 in <game-path>/.env and run the client (cd <game-path> && npm run dev).
For first-time deployment, the user must authenticate with PartyKit. Always pass --provider github — the default clerk flow is broken in 2026 (the dashboard.partykit.io callback was retired after Cloudflare absorbed PartyKit, and login hangs forever):
cd <game-path>/multiplayer-server && npx partykit login --provider github
This uses GitHub's device-code OAuth flow. The CLI prints a code; the user visits https://github.com/login/device, pastes it, and authorizes. Credentials persist in ~/.partykit/config.json. See deploy.md for the full walkthrough and troubleshooting.
After login, deploy:
cd <game-path>/multiplayer-server && npx partykit deploy
Capture the deployed URL from the output (format: https://<project>.<cloudflare-username>.partykit.dev). The TLS cert may take 30-60 seconds to provision after the deploy reports success.
Update three places with the deployed URL:
src/core/Constants.js→MULTIPLAYER.SERVER_URL<game-path>/.env→VITE_MULTIPLAYER_SERVER_URL=https://...<game-path>/.env.example→VITE_MULTIPLAYER_SERVER_URL=https://your-project.your-username.partykit.dev
Add .env to .gitignore if not already present.
See deploy.md for the full walkthrough including offline-first authentication and troubleshooting.
Step 7: Redeploy the client
Reuse the existing host detection logic (same as monetize-game Step 5):
- If
.herenow/state.jsonexists → redeploy via~/.agents/skills/here-now/scripts/publish.sh dist/. - Else if
ghis configured and the repo has a GitHub Pages workflow →npx gh-pages -d dist. - Else if
vercelis configured →vercel --prod. - Else ask the user how they want to redeploy.
Always run npm run build first.
Step 8: Verify
Build cleanly:
cd <game-path> && npm run build
cd multiplayer-server && npm run build # if a build script exists
Single-player fallback (critical): with the partykit dev server stopped, reload http://localhost:3000. The game must boot, play, and reset normally. Confirm network:disconnected fired and no uncaught errors in the console. If the game depends on the server to start, you violated Principle 1 — revise.
Two-tab smoke test: start npx partykit dev in one terminal and npm run dev in another. Open two browser tabs at http://localhost:3000. Confirm:
- Both tabs fire
network:connected(check console). - Each tab's
window.render_game_to_text()includes the other tab inremotePlayers. - Moving the local entity in tab A is reflected in tab B's remote-player rendering within
1000 / TICK_RATE_HZ * 2ms.
Reconnect: kill the partykit dev server, wait, restart it. The client should reconnect within RECONNECT_MAX_BACKOFF_MS and re-emit network:connected.
Regression: existing tests/e2e/*.spec.js must still pass. Single-player invariants (boot, score, game-over, reset) must hold whether the server is up or down.
Step 9: Update progress.md
Append a ## Multiplayer section:
## Multiplayer
- **Backend**: PartyKit (Cloudflare Durable Objects)
- **Server URL**: https://<project>.<user>.partykit.dev
- **Mode**: realtime | turn-based
- **Max players per room**: 4
- **Tick rate**: 20 Hz (realtime mode)
- **Default room**: lobby
- **Known limitations (v1)**: no matchmaking UI, no spectator mode, no persistent accounts, server-side rate limiting only.
Output
Tell the user:
- What was added — server in
multiplayer-server/, client insrc/multiplayer/+src/systems/NetworkManager.js, additive edits to four core files. - The server URL —
https://<project>.<user>.partykit.dev. Already wired into Constants and.env. - How to test locally —
cd multiplayer-server && npx partykit devthennpm run dev, open two tabs. - The single seam for backend swaps — point at
src/multiplayer/MultiplayerClient.js. Future Colyseus or fly.io migration only changes that one file. - Costs — free on Cloudflare's Workers free tier (100k requests/day, 1GB DO storage). Mention the user owns the deployed Cloudflare project; PartyKit deploys to their CF account, not OpusGameLabs'.
Example Usage
Default (realtime mode in current directory)
/add-multiplayer
Result: detects engine, scaffolds multiplayer-server/ with the realtime template, creates client networking files, deploys server, redeploys client, prints play URL and server URL.
Turn-based explicit
/add-multiplayer ./examples/card-game --mode=turn-based
Result: uses the turn-based server template; NetworkManager forwards the game's existing move events instead of running a position-broadcast tick.
Verbose dry-run for inspection
/add-multiplayer --dry-run
Result: prints the full file list and patches without writing or deploying. Useful for review before committing.
Troubleshooting
npx partykit login redirects to dashboard.partykit.io/patience and never completes
Cause: The default clerk provider was retired after Cloudflare absorbed PartyKit; the dashboard the OAuth callback expects is gone.
Fix: Use npx partykit login --provider github instead — GitHub device-code flow, prints a code, you paste at https://github.com/login/device. Credentials persist in ~/.partykit/config.json.
Remote players don't appear even though the connection succeeded
Cause: Welcome-race — the WebSocket welcome arrived before the scene's create() registered its NETWORK_PLAYER_JOINED listener. The events fired into the void.
Fix: After registering the listener, seed from gameState.multiplayer.remotePlayers directly. See client-integration.md → "Welcome-race gotcha" for the idempotent pattern.
Two tabs connect but never see each other
Cause: They joined different rooms (random room IDs from URL parsing) or the server's broadcast logic excludes the sender by default.
Fix: Check the room id in window.render_game_to_text().multiplayer.roomId on both tabs — it should be the same (default 'lobby'). If different, audit NetworkManager.connect() for stray query-string parsing. The server template's room.broadcast(message, [sender.id]) excludes the sender, which is correct — each client renders only remote players, not itself.
Remote players appear stuck at last position when a peer closes the tab
Cause: onClose did not fire (browser killed the tab without a clean close), or the client did not run RemotePlayerRegistry.prune().
Fix: The server's onClose handler is the canonical "player left" signal. Additionally, NetworkManager runs RemotePlayerRegistry.prune(STALE_PLAYER_MS) on every tick — verify this is wired. If a remote player has not sent state in STALE_PLAYER_MS, prune emits network:player-left even without an explicit close.
Game lags or stutters when many remote players are present
Cause: Either too-high TICK_RATE_HZ (you're broadcasting and rendering 60 times per second) or the scene re-creates remote-player sprites every frame instead of reusing them.
Fix: Lower TICK_RATE_HZ to 20 (default) or 10 for slow games. Confirm scenes maintain a Map<playerId, sprite> and only update positions on network:state-received, never recreate.
Single-player tests fail after adding multiplayer
Cause: NetworkManager throws or blocks game boot when the server is unreachable. This violates Principle 1.
Fix: Audit MultiplayerClient.connect() and NetworkManager.init() — both must catch all errors, log a warning, emit network:disconnected, and return. The constructor and init() must never throw out of main.js.
render_game_to_text() snapshot tests fail
Cause: Tests use exact toEqual on the output; you added new top-level fields.
Fix: Regenerate baselines — additions are intentional and backward-compatible. The fields added are multiplayer (object) and remotePlayers (array, may be empty).
Cloudflare deploy succeeds but the WebSocket fails in the browser
Cause: Mixed content (HTTP page → WSS server) or the server URL was written without the https:// scheme.
Fix: Confirm Constants.MULTIPLAYER.SERVER_URL is the full https://...partykit.dev URL. partysocket derives the WSS URL by replacing the scheme. The deployed game must also be served over HTTPS for the WSS connection to succeed (here.now and GitHub Pages both serve HTTPS by default).
Free tier rate limit hit
Cause: Many concurrent rooms or chatty clients.
Fix: Cloudflare's Workers free tier allows 100k requests/day. Each client tick at 20 Hz is one request — that's 1.7M / day for a single 24/7 player. For prototyping you'll never hit this; for production, lower TICK_RATE_HZ or upgrade to Workers Paid ($5/mo flat for 10M requests/day).
Tips
Run
/add-multiplayeronce per game. If you later change modes, editmultiplayer-server/src/server.tsdirectly — both templates are checked in and the switch is small.The default
'lobby'room is suitable for a single open room. To support private rooms, emitmultiplayer:join-roomwith a room id from a URL query string or invite code. NetworkManager listens for that event and reconnects to the new room.For graduation to a more featureful backend (matchmaking, schema sync, server-authoritative physics), the only file that needs to change is
src/multiplayer/MultiplayerClient.js. Replace thepartysocketcalls with Colyseus'scolyseus.jsclient; keep the same public API (connect,send,onMessage,disconnect,isConnected).The server runs in your Cloudflare account, not OpusGameLabs'. Costs and quotas accrue to you. PartyKit itself is open source and free; you only pay Cloudflare's pass-through pricing (free tier is generous).
FAQ
What does the add-multiplayer skill do?
Add real-time or turn-based multiplayer to an existing browser game using PartyKit (Cloudflare Durable Objects). Scaffolds a room-based server, a NetworkManager client, EventBus events, GameState fields, Constants, and extends rendergametotext(). Use when the user says "add multiplayer", "make this multiplayer", "add real-time co-op", "add online play", "scaffold multiplayer", or "add netcode". Do NOT use for solo leaderboards (use monetize-game), single-player AI opponents (use add-feature), or peer-to-peer/WebRTC games.
How do I install add-multiplayer?
Run npx skills add https://github.com/playableintelligence/game-creator --skill add-multiplayer in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/add-multiplayer/ (personal) or .claude/skills/add-multiplayer/ (project).
Which AI agents can use add-multiplayer?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is add-multiplayer safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains add-multiplayer?
It is published by playableintelligence in playableintelligence/game-creator. It has 606 recorded installs.
More from playableintelligence/game-creator
game-designer
playableintelligence/game-creator
Game UI/UX designer that analyzes and improves the visual polish, atmosphere, and player experience of browser games. Use when a game needs visual improvements, better backgrounds, particles, animations, screen transitions, juice/feel, or overall aesthetic upgrades.
game-assets
playableintelligence/game-creator
Game asset engineer that creates pixel art sprites, animated characters, and visual entities for browser games. Use when a game needs better character art, enemy sprites, item visuals, or any upgrade from basic geometric shapes to recognizable pixel art.
design-game
playableintelligence/game-creator
Audit and improve the visual design, polish, and player experience of an existing game. Use when the user says "make my game look better", "improve the design", "add polish", "add juice", "add particles", "fix the UI", or "make it more visually appealing". Do NOT use for gameplay logic changes (use add-feature instead).
phaser
playableintelligence/game-creator
Build 2D browser games with Phaser 3 using scene-based architecture and centralized state. Use when creating a new 2D game, adding 2D game features, working with Phaser, or building sprite-based web games.
game-audio
playableintelligence/game-creator
Game audio engineer using Web Audio API for procedural music and sound effects in browser games. Zero dependencies. Use when adding music or SFX to a game.
game-architecture
playableintelligence/game-creator
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.
Popular media & creative skills
hyperframes
heygen-com/hyperframes
Read first to make, edit, animate or render any video with HyperFrames (HTML rendered to video), including launch films, explainers, music videos, charts, maps, vertical clips, title cards, captions and overlays. Holds the render contract, the work loop and what each kind of video needs.
media-use
heygen-com/hyperframes
Get or make any media for a HyperFrames video - music, sound effects, images, icons, logos, voiceover, avatar and generated video, transcripts, cutouts, colour grades and looks - with HeyGen or free local tools, and mix placed audio. Also for footage that looks dark, flat or dull, or should be stylized or hidden.
hyperframes-registry
heygen-com/hyperframes
About 450 ready-made HyperFrames blocks and components installed as editable source - transitions, overlays, titles, kinetic type, captions, charts, map overlays, 3D, camera moves. Use it before hand-building any named visual (CRT scanlines, glitch, film grain, a chart); also for hyperframes add and catalog.
hyperframes-creative
heygen-com/hyperframes
Non-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, narration, beat planning, audio-reactive visuals, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use hyperframes-animation.
ai-video-generation
101-skills/superpowers
Generate AI videos with Google Veo, Seedance 2.0, HappyHorse, Wan, Grok and 40+ models via inference.sh CLI. Models: Veo 3.1, Veo 3, Seedance 2.0, HappyHorse 1.0, Wan 2.5, Grok Imagine Video, OmniHuman, Fabric, HunyuanVideo. Capabilities: text-to-video, image-to-video, reference-to-video, video editing, lipsync, avatar animation, video upscaling, foley sound. Use for: social media videos, marketing content, explainer videos, product demos, AI avatars. Triggers: video generation, ai video, text to video, image to video, veo, animate image, video from image, ai animation, video generator, generate video, t2v, i2v, ai video maker, create video with ai, runway alternative, pika alternative, sora alternative, kling alternative, seedance, happyhorse
ai-image-generation
101-skills/superpowers
Generate AI images with GPT-Image-2, FLUX, Gemini, Grok, Seedream, Reve and 50+ models via inference.sh CLI. Models: GPT-Image-2, FLUX Dev LoRA, FLUX.2 Klein LoRA, Gemini 3 Pro Image, Grok Imagine, Seedream 4.5, Reve, ImagineArt. Capabilities: text-to-image, image-to-image, inpainting, LoRA, image editing, upscaling, text rendering. Use for: AI art, product mockups, concept art, social media graphics, marketing visuals, illustrations. Triggers: flux, image generation, ai image, text to image, stable diffusion, generate image, ai art, midjourney alternative, dall-e alternative, text2img, t2i, image generator, ai picture, create image with ai, generative ai, ai illustration, grok image, gemini image, gpt image, openai image, chatgpt image