coherence Client Hosting

Enable peer-to-peer multiplayer in your coherence-enabled game by hosting the Replication Server directly on player devices. Connect via third-party relays like Steam Networking, Epic Online Services, and Azure PlayFab.

features

What is Client Hosting?

Client Hosting allows game clients to connect to a single host client via third-party relay services instead of coherence Cloud. The host client runs an instance of the Replication Server on their device, eliminating the need for dedicated server infrastructure.

While game clients normally connect through coherence Cloud services, Client Hosting provides an alternative approach where the Replication Server runs directly on a player's machine. Third-party relays are essential for game clients to discover each other and maintain stable connections.

Supported Relay Services:

  • Steam Networking
  • Epic Online Services
  • Azure PlayFab
  • Console relays
  • Custom relay implementations (route traffic via any networking service)

Advantages of Client Hosting

Discover the key benefits of implementing Client Hosting in your game

Zero Server Costs

Server costs are paid by networking service providers like Valve (Steam) or console manufacturers. Running multiplayer is effectively free for developers, eliminating ongoing infrastructure expenses.

Long-term Availability

Players can continue playing over the Internet even if your company or coherence goes out of business. Your game's multiplayer functionality remains accessible indefinitely.

Platform Integration

Seamless integration with major gaming platforms and their existing networking infrastructure, leveraging battle-tested relay services from industry leaders. Client Hosting is also available on consoles, enabling peer-to-peer multiplayer across all major gaming platforms.

Scalability

All available relay services are mature, battle-tested solutions proven to scale reliably to hundreds of thousands of concurrent players.

What Does It Cost?

Using coherence client-hosting comes with zero upfront or operational costs. Only after your game is released, we charge a revenue based license fee.

Revenue-Based License Fee

3%

of reported quarterly gross revenue

You only pay when your game generates revenue.

In low-revenue periods, you won't receive an invoice from us. You only start paying once your game earns $15,000 in a quarter. And when your game succeeds, we succeed with you, only up to a point.

Why This Model Works

  • No upfront costs Start building without financial barriers
  • Pay only when you earn Our success is tied to yours
  • Predictable and transparent Simple percentage-based calculation
  • No invoices during dry spells We don't charge when you're not earning

Get Started

Ready to get started with Client-Hosting? Here is how to begin.

Implementation Guide

Follow our step-by-step guide to implement Client Hosting in your coherence-enabled game.

Steam Integration Sample

Check out our Steam Networking integration sample on GitHub to see a working example.