This may be a bit of a broad question, but Lethal Company on Steam being made by a single person made me re-think about how I view multiplayer. For a long time I considered it something to be out of scope for a small developer, but as I’m seeing more and more small games be successful I’m starting to ask myself is maybe I’m missing some info here.
Now to clarify, I do understand that making a multiplayer game is more complex than singleplayer, but also having been programming for 20+ years and making games for almost 10 it almost feels that maybe I could actually do it.
The thing is, I’ve always been worried about things like “server costs” and “support”. Now I understand, there’s many many ways to do multiplayer, and with Unity’s ever changing offerings and the asset store, I feel like there’s probably things that I’m missing that are useful for small indies.
Having worked on backend stuff and SAAS startups I feel that doing anything that is maintained by the developer is completely out of the question tho, at least without hiring people, and I can’t imagine that everyone who makes a coop multiplayer game on Steam ends up hiring a devops person to look after the servers during weekends?
I understand there’s offerings like Photon and probably the new Unity’s multiplayer services (a bit hard to keep up with those), but seeing the pricing on this stuff makes me wonder how any indie would ever ship a multiplayer game and just “see what happens”, or how it would work for games that don’t end up being successful without turning off the servers.
Speaking specifically for Steam, it looks like there’s a way to get p2p networking for free if I understand correctly? Multiplayer (Steamworks Documentation) … but it’s possible I’m missing something here.
Are there any other options for “free p2p” or in general maintenance-free low/zero cost co-op multiplayer for desktop/Steam games?
I’d love to for example release a small free game with coop just to try things out, but if that means paying any of these big cloud services that’s already way past my budget for such a project. I get the whole “once you start making money you can pay for it”, but from the perspective of one person shipping a game and moving on, I’m only really interested in solutions that have about as much maintenance overhead as releasing a singleplayer game (other than fixing bugs of course).