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yojimbo

Free#22 of 29 in Game Networking Middleware

yojimbo: A focused UDP library for secure, reliable, and unreliable multiplayer messaging. Ranked #22 of 29 in Game Networking Middleware by our editors (6.8/10); pricing: Open source; best for desktop games needing secure UDP transport.

6.8/10Editor score
yojimbo6.8 Visit yojimbo

At a glance

  • Editor score
    6.8 / 10
  • Pricing
    Open source
  • Best for
    Desktop games needing secure UDP transport
  • Paid from
    Free
  • Facts checked
    21 Sep 2026
yojimbo screenshot
  • Where it wins

    • Encrypted, signed UDP with cryptographically secure connect-token authentication
    • Reliable and unreliable messaging with fragmentation and reassembly
    • Per-connection latency, jitter, packet-loss, and bandwidth metrics
  • Where it doesn't

    • Supports Windows, macOS, and Linux desktop platforms
    • Requires a C++ game engine and source-based CMake build
    • Focused on networking middleware rather than higher-level game services

Our verdict on yojimbo

yojimbo is an open-source C++ networking library for competitive multiplayer games using a client-server model over UDP. It is intended for game engines written in C++ and supports Windows, macOS, and Linux. The library is designed for client/server games with up to 100 players, making it a focused option for desktop titles that need control over transport, messaging, and connection behavior rather than a broader hosted multiplayer platform.

Its standout feature is the combination of secure transport and practical message handling. Connect tokens provide cryptographically secure authentication, while UDP packets are encrypted and signed. Developers can use unreliable-unordered messaging for time-sensitive traffic and reliable-ordered messaging with acknowledgements and resend for delivery-sensitive data. Packet fragmentation and reassembly, bitpacking, serialization, and large data blocks attached to reliable messages extend the library beyond basic socket handling. Per-connection latency, jitter, packet-loss, and bandwidth metrics also provide useful network visibility within the middleware layer.

yojimbo is distributed as source code under the BSD 3-Clause license and can be built with CMake, so its open-source model suits teams that want to integrate and maintain a C++ library directly. Its platform scope is limited to Windows, macOS, and Linux, and the published feature set centers on client/server UDP transport, authentication, messaging, and metrics. Teams building a desktop C++ multiplayer game with these requirements should find the scope well aligned. Teams seeking higher-level multiplayer services, broader platform coverage, or a non-C++ integration should choose a different type of networking solution.

Your product? Our editors can test yojimbo in depth and publish a review, labelled as paid · from $149/mo →

yojimbo pricing

Plans Open sourceFree Free to use — no paid tier required for the core job.
See plans on github.com

yojimbo fact sheet

Free planNot verified
Paid fromFree
Network modelClient-server
Supported platformsWindows, macOS, Linux
MatchmakingNot verified
Rollback netcodeNot verified
Max players per sessionNot verified
Transport protocolsUDP
DeploymentSelf-hosted
PlatformsWindows, macOS, Linux
SupportEmail, Docs
Built forSmall business, Mid-market (editorial estimate)
PricingOpen source
Websitegithub.com
Facts checked21 Sep 2026

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Featured on iTechGuides

Featured on iTechGuides — yojimbo 6.8/10

yojimbo is listed in our Game Networking Middleware directory. Add the badge to your site — it links back to this page.

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Reviewed by iTechGuides Editors · Editorial team · Updated Oct 2026

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