Developer Documentation
Use Case · Gaming

Ship Voice & Game Servers Faster

ODIN is a complete real-time platform for games: proximity voice with 3D audio and occlusion plus server orchestration & hosting built for UDP and low latency. Integrate in Unity, Unreal, Web or native Swift, deploy servers globally with one API, and keep full control - hosted by us or self-hosted in your cloud.

Made with ❤️ by 4Players in Germany 🇩🇪
Use Case · Gaming

Chosen by studios and creators worldwide.

Aerosoft
ESL FACEIT Group
BMW Group
Ghosts of Tabor
HTX Labs
Madfinger Games
Why ODIN for Games

One platform. Voice + Servers. Real results.

Replace a patchwork of vendors with a single platform that covers in-game voice, data sync, and dedicated servers. Get ultra-low latency, frictionless integration, and predictable costs - without being locked into someone else’s network or UX.


“Selecting ODIN as the voice chat in our upcoming title, Gray Zone Warfare, was a pivotal decision driven by both technical and business considerations. Technically, ODIN ticks a lot of our criteria with its support for spatial audio, a ready-to-deploy Unreal Engine 5 plugin and the ability to meet any player load thanks to their cloud hosting. From a business perspective, the agility and openness of partnering with a company like 4Players meant we could work hand-in-hand to tailor the solution to our specific needs. This includes a seamless integration with Wwise, allowing us to modulate voice data for a more immersive and engaging player experience. Together, these factors made ODIN the undeniable choice for Gray Zone Warfare, enabling us to make our game even more memorable.”

Proximity Voice Chat

Native components for Unity and Unreal provide true 3D spatialization with occlusion and distance attenuation. Built on QUIC/HTTP-3 for stability under load, plus a flexible data channel for text, pings, and state.

Proximity Voice Chat

Zero-DevOps Server Hosting

Spin up dedicated game servers in minutes - globally. Simple pricing, autoscaling, region selection, fleet health, and logs out of the box. Prefer control? Self-host Fleet in your cloud or on-prem.

Built for Gameplay

Deep Engine Integration

Deep Engine Integration

Drop-in components for Unity and Unreal 4/5. Blueprint & C# friendly, no custom netcode required.

Massively Scalable

Massively Scalable

Hundreds of players per voice room with smart partitioning and load-aware servers.

Outstanding Voice Quality

Outstanding Voice Quality

Noise suppression, AGC and routing tuned for games; QUIC/HTTP-3 under the hood.

Fleet for Game Servers

Global Regions

Global Regions

Choose the regions you need. Pin instances, control scaling, and keep latency low for your players.

Matchmaking Connectors

Matchmaking Connectors

First-class integrations and plugins (e.g., PlayFab/Nakama paths) to allocate and recycle servers efficiently.

Host or Self-Host

Host or Self-Host

Run on 4Players Cloud or ship the same stack to your AWS/GCP/Azure or on-prem - no lock-in.

15+

Global Regions

Deploy close to your players

99.98%

Voice Uptime

Highly available core

50ms

Typical RTT

Low-latency voice & servers

40%

Cost Reduction*

Versus DIY multi-vendor stacks

What you needODIN PlatformDIY CloudMulti-Vendor
In-game Voice (3D, occlusion, data channel)Built-in SDKs (Unity/Unreal/Web/Swift)Build & maintain yourselfSeparate voice vendor SDK
Dedicated Game ServersFleet orchestration + hosting or self-hostCustom containers, infra & toolingAnother provider; glue code
Latency & StabilityQUIC/HTTP-3 voice, UDP-friendly serversDepends on implementationVaries across vendors
Compliance & ControlGDPR-friendly, no data harvesting; full controlYour responsibilitySplit responsibility
Total Cost & TimeOne platform, predictable pricingHigher engineering + opsVendor fees + integration

What Others Say

Supported Platforms

Different platforms, same code, equal performance. We support all major platforms, including iOS, Android, Windows, Mac, Linux, and more.

Windows Apple Android PlayStation Nintendo Switch XBox Linux Unity Unreal Engine

Experience Yourself

Download our samples and experience spatial 3D audio with friends, family and colleagues

Open Source

Open Source

Download and test our PUN based multiplayer sample built with Unity. We provide all the source-code in our Github repository. The sample also features many scripts for audio effects like damping and general bookkeeping stuff.

Multiplatform Showcase

Multiplatform Showcase

In this sample game, you run around a nice looking neighborhood and can talk to other players with 3D positional voice and a walkie-talkie in multiple channels. We also feature a web-based commander that you can use to interact with players directly from your browser.

FPS Shooter

FPS Shooter

A simple but fun old style FPS shooter on desert style maps. ODIN 3D positional voice is integrated so that you can talk to other players with voice or radio broadcast. Have fun!

SwiftUI Sample

SwiftUI Sample

A simple but fully functional SwiftUI sample that leverages OdinKit to build an iOS app that allows you to chat with friends in no time.

Spatial Realism with ODIN

Experience the revolution in game communication with ODIN’s Voice Chat. Perfect for Unity, Unreal, and other 3D engines, our technology brings voice to life. Hear voices change with distance, direction, and in-game barriers, creating an unmatched realistic audio experience. Watch our video to see how ODIN transforms real-time voice chat, making it an integral part of your game’s world.

FAQ

A few common questions from game teams.

Yes. Both Voice and Fleet can run in your infrastructure or on-prem. You can also mix: host voice with us and keep servers in your cloud.

Use our server allocation APIs or available connectors (e.g., PlayFab/Nakama paths). Your matchmaker requests an allocation; Fleet returns an address/token.

Yes. You can map players to multiple rooms (e.g., squad + local proximity), switch dynamically, and use the data channel for UI/state.

We keep pricing simple and transparent. Voice is usage-based with generous indie tiers; Fleet offers predictable server costs. See /pricing/ for details.

No. The same server technology can be self-hosted, and our SDKs are engine-native. You keep control of UX, identity, and backend.

Build with ODIN

Everything you need for in-game voice and servers - without the vendor sprawl.

Sending…