Ship phone-controlled multiplayer games.
Okona hosts your game and handles the multiplayer. Build in Unity, publish, and get one link that runs in any browser — a laptop, a TV, a projector, a stream. Up to six players scan the QR code and their phones become the gamepads: no apps, no servers, no netcode. Engagement analytics built in.
Free to build, host and play — unlimited collaborators. Okona Pro ($19/month per team) removes the watermark on every game you have live. See pricing.
1 · Build
Create your game in Unity with the OkonaPad SDK — your input bindings just work, and phones show up as standard gamepads. Invite your whole team: unlimited collaborators, no seats.
2 · Upload
Publish from the developer portal and your game is hosted — build storage, a global CDN and the controller relay are all handled. Push updates any time; the link always serves the latest build.
3 · Share the link
One URL runs the game in any browser. It draws its own scan to join code; players’ phones become the controllers the moment they scan.
4 · Go Pro when it counts
Free games carry a small Powered by Okona watermark. Okona Pro removes it on every game your team has live — clean game, clean phone pad — and includes the Analytics API.
Built into every game
Phones are the controllers
Your game shows a QR code; up to six players scan and play from their own phones. Zero pairing, no app to install.
Runs in any browser
One URL, from a laptop to a TV, kiosk or signage webview — no plugin, no install, no network changes.
Engagement analytics
Impressions, play sessions and controller joins per game, live in the dashboard — and in your own tools via the API.
Multiplayer built in
Players join and leave mid-game; your Unity input bindings just work through the OkonaPad SDK.