Suggestions appear as you type. Use the up and down arrows to choose one and Enter to open it.

This page's audience our own tag's counts — open to see them
–Visits
–Page views
–Clicks to vendors
–Time on page
–Reading now
Clicks to vendors, by tool
  • –
Top countries
  • –
Devices
  • –

– · visits, page views and clicks counted by our own tag, which counts more than our checked analytics; every figure rounded down · how we count

yojimbo review

Free#22 of 29 in Game Networking Middleware

A focused UDP library for secure, reliable, and unreliable multiplayer messaging.

6.8/10Editor score
yojimbo6.8 Visit yojimbo

Reviewed by iTechGuides Editors · Editorial team · Updated Oct 2026

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.

yojimbo pros and cons

  • 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

yojimbo fact sheet, pricing and score →

Advertiser disclosure: iTechGuides is reader-supported. Vendors can pay for top positions in our rankings and for a place on other products' pages, and we may earn a commission when you click some links. Bought places stand at the number bought; this page and our disclosure say so. Paying vendors may get a fuller, more detailed review from our editors, and that review can change their score. How we rank.

Last updated · How we research and update