This week we're diving into the technical stuff to give you a look into how we're implementing online multiplayer in the game! [h1]Lobbies[/h1] For invites and lobbies, we're piggybacking off of steam's built-in lobby system, which integrates directly with the steam friends list and game invites! This has been a great tool for us, as it helps us avoid making our own bespoke lobby and invite code (which is something we always try to do). [img]https://clan.cloudflare.steamstatic.com/images//44984134/a8caf39d73876f33d257e229c8e9856ff90f5252.gif[/img] [h1]Netcode[/h1] For our netcode, we're taking advantage of Unity's "netcode for gameobjects" toolset, which gives us the foundation on which to build our netcode. For those who aren't familiar, netcode is a broad term used to describe code that synchonizes the game across the internet between multiple players. Since each game has different rules, each game needs custom netcode. We ran into a lot of snags, as this was our first time implementing netcode like this, but it's turning into a great learning experience! [img]https://clan.cloudflare.steamstatic.com/images//44984134/d0218d22a8511006072057dabd8a353638aa2c78.gif[/img] [h1]In other news...[/h1] Other than netcode, we've been hard at work continuing our visual updates we discussed last week (check out our [url=https://steamcommunity.com/games/2927380/announcements/detail/4177727597569365755?snr=2___]last devlog[/url] for more on that). We're also starting on some more visual updates which I won't share now. That's all for this week! -Murray [img]https://clan.cloudflare.steamstatic.com/images//44984134/f1c20914fadc3ff71ff0ba695d1b6289e1bfc3a2.gif[/img]