
netfox and Edgegap: Dedicated Server Hosting for Godot Multiplayer Games

Edgegap is now an official hosting option for netfox, the open-source netcode addon for the Godot engine built by Fox’s Sake Studio. Godot developers using netfox can deploy their game’s authoritative server on Edgegap’s dedicated server orchestration, with optional matchmaking, using a step-by-step integration guide.
The netfox documentation now lists Edgegap among its hosting options, alongside Fox's Sake Studio's own noray and nohub services.
"What really appeals to me about Edgegap is that the platform covers pretty much anything you could need to run an online experience, and it does so at very reasonable prices." Tamás Gálffy, Co-founder of Fox’s Sake Studio and creator of netfox
What Godot Provides Out of the Box
Godot 4 already ships the foundations for a dedicated server. Since Godot 4.0, any Godot binary can run with the --headless argument, so a separate server build is no longer needed as it was in Godot 3.x. The Export as dedicated server mode can also strip textures and materials from the server's PCK file, keeping server builds small.
On the networking side, Godot's high-level multiplayer API gives developers ENet connections, RPCs, node authority, MultiplayerSpawner to replicate spawned nodes, and MultiplayerSynchronizer to keep properties in sync.
That covers sending state. It does not cover how that state feels on a real connection.
What netfox Adds on Top
netfox fills in the techniques fast-paced online games rely on to hide latency. The ones that matter most for dedicated servers:
Consistent network time: a shared tick loop synchronized across server and clients (
NetworkTime), so every machine simulates the same moments.Client-side prediction and server reconciliation: the
RollbackSynchronizernode lets a player's input respond instantly while the server stays authoritative, rolling back and correcting when predictions are wrong.Smooth motion:
TickInterpolatorinterpolates between network ticks, so movement doesn't stutter at low tickrates.Testing under bad conditions:
NetworkSimulator(innetfox.extras) adds artificial latency and packet loss for local testing, all inside the Godot editor. It’s a single project setting that only affects your game, unlike clumsy ortc netem, which apply to all local traffic. The addon also ships ready-made building blocks like input classes and network weapons.Player-hosted connectivity: the
netfox.norayaddon handles NAT punchthrough with relay fallback, for games that let players host.
Capability | Godot 4.3+ (built in) | With netfox |
|---|---|---|
Headless server, dedicated server export | Yes | Yes (uses Godot's) |
RPCs, spawning, property sync | Yes | Yes (builds on Godot's) |
Shared network tick / time sync | Left to the developer |
|
Client-side prediction + server reconciliation (rollback) | Left to the developer |
|
Interpolation between ticks | Left to the developer |
|
Latency and packet-loss simulation | Left to the developer |
|
NAT punchthrough for player hosting | Not included |
|
In short, Godot provides the transport and replication. netfox provides the latency-hiding layer on top. For the background on why rollback matters, read Edgegap's guide on rollback netcode for latency mitigation.
Where Edgegap Fits
netfox's prediction and reconciliation assume an authoritative server. Edgegap runs that server.
Edgegap deploys containerized game servers on demand across 615+ locations, placing each match close to its players. Lower round-trip time means fewer corrections for netfox to reconcile, which players see as less rubber-banding. It also means fewer ticks for the server to resimulate on each rollback, so less CPU per match and potentially a smaller hosting bill. Studios using Edgegap have measured a 58% average latency reduction. A server deploys from cold start in a median of 2 seconds.
On Edge Cloud, billing is usage-based, so there are no idle servers to pay for between matches. Studios that want reserved compute can use Private Fleets, Edgegap's reserved bare-metal tier with egress-free hosting, which bursts to Edge Cloud automatically when traffic spikes.
Edgegap's matchmaker can be added to group players and launch a server for each match.
How to Get Started
The netfox integration guide walks through the full loop using netfox's own Forest Brawl example:
Run the game headless on Godot 4.3+, with the server owning all game-state nodes (noray isn't needed, since clients connect directly to the server).
Containerize the server with the Edgegap Godot plugin, or let a coding agent do it through Edgegap's MCP server.
Deploy a test server and connect two clients.
Optionally, add matchmaking so two players clicking "Find Match" land on the same server.
Edgegap's free tier requires no credit card. Create a free account, then follow the netfox guide or join the Edgegap Discord with questions.
—
netfox is developed by Fox's Sake Studio and released under the MIT license. Documentation: foxssake.github.io/netfox.
Written by
Jakub Motyl (Product) & Gabriel Parent (Director)






