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Release date: September 10, 2026 XBOX Godot NetRumble is a complete, playable Godot 4 multiplayer game that shows the Microsoft GDK, XBOX services, and PlayFab working together in one running title. Where the XBOX Godot sample provides the addons and per-API examples, NetRumble shows you what to build with them. This article summarizes the initial v0.1.0 release. The game is a small arena shooter, and it is deliberately the least interesting part. It exists to supply a real session, a real player roster, and real match events for the platform integrations to act on.

Why it’s useful

  • One title, not isolated snippets. Sign-in, session discovery, networking, voice, privacy, moderation, achievements, and saves are wired together in a game you can run end to end, so you can see the call ordering, failure handling, and lifecycle work that per-API examples leave out.
  • Multiplayer that stays idiomatic Godot. PlayFab Party is wrapped as a drop-in Godot MultiplayerPeer, so every @rpc in the sample is ordinary Godot RPC. Only the peer construction is PlayFab-specific, which keeps your existing networking code intact.
  • A head start on certification. The sample includes privilege checks, per-player mute, block and avoid enforcement, text verification before user-authored content is published, and player reporting, with a page mapping each XBOX Requirement to the code that implements it.
  • PC and console from the same project. The same project targets XBOX on PC and XBOX Series X|S, including suspend, resume, and constrain handling, and per-user Game Save on console.
  • Copy-ready boundaries. Every platform call sits behind a single services facade with one file per concern, so you can lift the piece you need instead of untangling it from gameplay.

What it demonstrates

  • GDK sign-in exchanged for a PlayFab identity, with a dedicated progress screen and an offline fallback.
  • Join-code session discovery with PlayFab Lobby, plus joinable friends, activity publishing, and join-from-guide invites.
  • PlayFab Party voice and in-match typed text, with mute and text privacy enforced separately.
  • Multiplayer and communications privilege checks, and privacy enforcement for mute, block, and avoid.
  • One-shot and incremental achievement progress driven by match events.
  • Game Save on console for profile, history, and counters.
  • Connectivity detection before online play is offered, and controller association through the GDK user and device APIs.

Requirements

  • Godot 4.6 or later. The GDK addons are GDExtensions, so a standard build is enough.
  • Windows, with Visual Studio 2022 and a Microsoft GDK edition, to build the addons once.
  • Exporting to XBOX Series X|S additionally requires the W4 Games console fork of Godot.
The registered XBOX-on-PC path also needs GDK PC tooling, an authorized sandbox and title, and a matching test account. The repository’s configuration guide walks these steps in order and lists what runs without the full set.
[!NOTE] NetRumble is a source-only reference under the MIT license, not a certified title or a product. The GDK and PlayFab dependencies still require their own installs and license acceptance.

Get started

  • XBOX Godot NetRumble: microsoft/xbox-godot-netrumble - Clone with submodules, run tools\sync_addons.ps1, then tools\deploy-pc.ps1 -Launch.
  • XBOX Godot Sample: XBOX Godot Sample - The GDK and PlayFab addons that NetRumble is built on, pinned as a submodule.
Last modified on September 29, 2026