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.

One game, a lot of places to play.

A shared screen, a room full of phones, and a game anyone can join in seconds. The same link plays everywhere — and the runtime is hardened for unattended displays too (self-healing reloads, old-WebView-safe, zero on-screen chrome).

Bars, venues & events

Trivia on the TV where everyone plays from their seat. A party game on the projector at an event booth. No consoles to wire up, no controllers to sanitize — guests’ phones are the controllers, and the join code is right in the game.

Build one for a venue →

Streamers & communities

Run your game on stream or at a meetup: players scan the join code straight off the video and play along from their phones. No Discord bots, no accounts, no downloads.

Build one for your community →

Game nights at home

Open the link in the living-room TV’s browser and hand nobody a controller — everyone’s phone already is one. Jackbox-style nights with your own games, up to six players.

See how joining works →

Digital signage & kiosks

Interactive content for screens you already run: paste the link into any CMS or kiosk player that renders web content — any webview is enough — and the display becomes playable. Analytics show what people actually play.

How the runtime works →

Two tiers. That’s the whole page.

Everything works on the free tier — hosting, controllers, multiplayer, analytics. Pro removes the watermark. Never priced per game, screen, location, or play.

Free

$0 forever

Everything you need to build and ship.

  • Build, upload & host — Unity WebGL + the OkonaPad SDK
  • Unlimited collaborators — invite your whole team, no seats
  • One link per game — plays in any browser, any time
  • Phone controllers, multiplayer & the analytics dashboard
  • “Powered by Okona” watermark on the game and phone pad
Start building

Get in touch

Questions, a game in mind, or want a walkthrough before you ship? Email support@okonaonline.com — a real person reads every message.