Casual Party Games is a complete multiplayer party game template for Unity 6 and URP. Up to 32 players run, jump, dive and punch their way through obstacle course races and elimination rounds until one winner is left. You get 31 courses in five worlds, 14 characters, bots that fill every lobby, matchmaking with parties and private rooms, and every system a live party game needs around the matches: a character collection, missions, a battle pass, timed events, leaderboards, friends and a real-money store, in six languages. Try the demo in your browser or on your Android phone before you buy.
It comes with its own authoritative multiplayer server with full source code (Node.js, TypeScript, Colyseus 0.18 and MySQL 8.4). The server runs every match and decides every finish, reward and purchase, so players can't cheat by editing the game, while client-side prediction keeps your own runner instant to control. The same game also runs 100% offline against bots, and you switch between Offline and Online with one setting.
Every course, mode, character, matchmaking queue, season, event and store pack is a ScriptableObject you edit in Unity and send to the server with one click. Ship your own party game, knockout game or platformer racing game without writing the netcode, the game modes, the live-ops systems or the backend from scratch. The step-by-step documentation covers every setting, down to putting the server online on a VPS.
Play the Demo (WebGL or Android APK) | Documentation | Server Source Code | Discord Community | Website
PARTY MATCHES FOR UP TO 32 PLAYERS
- Tournament matches of several rounds: the lobby fills up, a map carousel picks the next course, the best runners qualify and the final round crowns one winner.
- Six round types: obstacle race, survival on a shrinking platform, rising lava, vanishing tiles, crown collecting and king of the hill.
- Seven game modes: Tournament, Single Race, Survival, Arcade Practice, Time Trial, Duos Cup (teams of 2) and Squads Cup (teams of 4).
- 14 playlists, including a shuffle playlist that draws a different course for every round.
- Qualification per round type: a share of the runners in races and score rounds, everyone still standing in survival rounds, the best half of the teams in team modes.
- Countdown, round timers, results between rounds, and a spectator camera once you are out.
31 COURSES IN FIVE WORLDS
- Five environments, each with its own sky, lighting, fog and scenery: Splash Arena, Sky Islands, Volcano, Space and Frost.
- 7 hand-built showcase courses (Splash Sprint, Timber Falls, Aqua Rush, Lava Leap, Orbit Dash, Frost Fall and Meteor Mayhem) and 24 more built from modular blocks.
- Obstacles: spinning bars, pendulums, bumpers, rolling balls and logs, all able to blink on a timer.
- Course fields: launch pads, wind zones, speed boosts, slime and punching zones.
- Moving platforms, lifts, ramps, conveyor belts, slippery ice, vanishing floors and checkpoints where fallen runners respawn.
RUNNER CONTROLS AND GAME FEEL
- Run, jump, dive (ground hop, air lunge and belly slide) and punch with a forward lunge that stuns other runners.
- Ragdoll falls, squash and stretch, floppy arms and head, run dust, punch impact effects and camera shake.
- Third-person camera with field of view and camera speed settings, and a reduced motion option.
- Keyboard and mouse, and touch controls with a joystick, jump, dive and action buttons and a left-handed layout. An input hook lets you add a gamepad or any other source.
- Skills are data: tune reach, stun, cooldown and lunge in the Inspector, or add a new skill with one file on each side.
BOTS THAT FILL EVERY LOBBY
- Bots join a few seconds after a lobby opens, so a match always starts, even with one player online.
- Four bot profiles (rookie, casual, skilled and pro) with their own speed, mistakes, dives, punches and pauses.
- A player who joins a full lobby takes a bot's seat.
- Bots play the same online and offline, with seeded decisions.
MATCHMAKING, PARTIES AND PRIVATE ROOMS
- One queue per mode, with minimum and maximum players, search and lobby timers, backfill and bots.
- Optional matchmaking rules: skill (by level or wins, widening over time), region and signed-in accounts only. Add your own rule with one class.
- Parties of up to 4 friends (configurable) gathered in the menu: the leader presses PLAY and the whole party lands in the same match, never split.
- Private rooms for up to 32 players: share the room code, invite friends or let anyone join from the Rooms list. The host starts the match, chooses whether bots fill the empty seats and can kick players.
FRIENDS, ACCOUNTS AND PROFILE
- Friends by nickname, with requests, online status (online, in a lobby, in your party) and invitations to lobbies and parties.
- Block and report players.
- A guest account is created on each device and can be saved later with a username and password. Players can delete their account in the game.
- Profile with unique nicknames (word filter in English, Portuguese and Spanish plus your own list, and a change cooldown), an icon from the characters you own, and stats: wins, matches, win rate and records.
CHARACTER COLLECTION
- 14 characters in four rarities: common, rare, epic and legendary.
- A gacha banner with single and ten-draw pulls, rarity weights and epic and legendary pity, drawn on the server.
- Duplicates turn into gems; spend gems to craft the exact character you want.
- Character Setup wizard: turn any rigged FBX model (Humanoid or Generic, Mixamo and Blender rigs included) into a playable character with its ragdoll and animations in one click.
BATTLE PASS, MISSIONS, EVENTS AND LEADERBOARDS
- Daily and weekly missions, achievements, player levels and a daily gift of Stars.
- Battle pass with scheduled seasons of 30 tiers, a free and a premium track, and pass XP from matches and missions.
- Timed events: a queue played on its own course or playlist for a time window, with a minimum level, event missions and rewards.
- Seven leaderboards: wins, points, monthly season, per mode, time trial records, friends and level.
STORE AND IN-APP PURCHASES (IAP)
- 7 Stars packs, including a one-time starter pack, with Unity In-App Purchasing 5 for Google Play and the App Store.
- The server verifies every receipt with Google or Apple, binds it to the buyer's account and grants it only once.
- Demo purchases for WebGL builds, test APKs and QA, switched on from the server.
AUTHORITATIVE SERVER (FULL SOURCE CODE)
- Node.js and TypeScript on Colyseus 0.18, with MySQL 8.4 through TypeORM. Redis is optional, only to run several server processes.
- The server simulates every match at 30 ticks per second. The client predicts its own runner with the same rules in C#, so movement feels instant online, and it reconnects after short drops.
- The match rules exist in C# and TypeScript, kept identical by parity tests that compare every tick.
- The client only sends intents. Finishes, rewards, purchases and balances are decided on the server inside database transactions, so a retry never pays twice.
- Web GM console: live rooms, players, grants, bans and mutes, reports, purchases, leaderboards, maintenance mode and an audit log.
- Docker, PM2 and a beginner-friendly guide to deploy the server on an Ubuntu VPS with free HTTPS (Caddy).
OFFLINE MODE
- The whole game also runs with no server: matches against bots, the collection, missions, the battle pass, events, the store (demo purchases) and the profile, saved on the device.
- Switch between Offline and Online with one setting, without changing code. Friends, parties, rooms and leaderboards need the server.
EASY TO CUSTOMIZE
- Every rule is a ScriptableObject on one Game Instance prefab: courses, modes and playlists, skills, bots, characters and rarities, matchmaking queues, seasons, events, store packs, music and controls.
- One-click Export to Server with data checks. It can also upload the data to a running server, and a build stops if the data changed since the last export.
- Course tools: build a course in a scene and bake it into the catalog, and merge static scenery to cut draw calls.
- Add a skill, hazard or course field with one file on each side, with guides for new server features and matchmaking rules.
- Clean architecture: one backend interface with an Online and an Offline implementation.
- Menu made with uGUI and TextMeshPro prefabs and sprite atlases: hub, profile, characters, shop, store, missions, pass, events, ranking, friends, rooms, modes and settings. A loading screen with tips, and music that changes between the home screen, matchmaking and the match.
- Settings: volume, language, graphics quality, frame rate, shadows, field of view, camera speed, vibration and touch layout.
- Localization: English, Portuguese, Spanish, Chinese, Japanese and Korean, with Noto Sans CJK fonts.
- Documentation that explains every ScriptableObject and Inspector setting, online and as an offline PDF included in the package.
PLATFORMS
- Android, iOS, WebGL and Windows, in landscape (1920x1080). WebGL has its own quality level and a responsive page template.
- Open the game page to play the WebGL demo in your browser or install the Android APK.
Third-party content: the course models use the CC0 KayKit Platformer Pack (Kay Lousberg), and the music, sounds and rank badges are CC0. Fonts are under the SIL Open Font License (Lilita One, Noto Sans SC/JP/KR). Libraries and tools are under the MIT License (Colyseus SDK, UniTask, LeanTween, UnityHFSM, Hairibar Ragdoll, MeshCombineWizard, Toon Water Shader by Roystan).