GameComms
I’m a solo developer. I play these games with large organizations, and I’m building GameComms because your voice shouldn’t belong to a platform you don’t control. I need help to finish this software; it’s meant to fundamentally change how gaming comms work. Try the beta to see what’s real today, then back me on Kickstarter so I can ship the rest.
Discord can read your messages, change their terms, or ban your server overnight.
TeamSpeak went commercial. Mumble looks like it was built in 2004, because it was.
And none of them let you monitor three radio nets at once while transmitting on one, the way real tactical communication works.
I’m building something different.
The goal is software you can self-host without renting someone else’s cloud. A spare PC, a home lab box, or any VPS that meets the stack: that can be your org or clan’s voice server. Your machine, your rules, no one else’s platform in the middle.
Jump into the live beta (no public repo required). Create an account or use an invite and use what’s working today while we finish the full release.
Open the beta appYou monitor multiple radio-style nets at once and transmit on one. Command glows when you’re live; the others stay in listen mode until you key them.
Listen to all. Transmit on one. Priority when it matters.
Kickstarter campaigns with video convert at a much higher rate. When your clip is ready, replace the placeholder below with a 16:9 embed (YouTube, Vimeo, or Kickstarter). A short screen recording of the beta plus your voice is enough.
Rough completion toward a public self-hostable 1.0. Not a promise of dates, but an honest snapshot of where the work stands. Percentages are best-effort and move as shipping tasks land.
The compose-based path is largely there: run your own stack on a small VPS, a home lab box, or a machine with enough CPU and RAM for Docker, Postgres, and LiveKit. Bring a domain, env, and enough resources for your crew. Remaining work is hardening, edge cases, and packaging polish, not net-new R&D.
Signed desktop installers, update story, and licensing clarity so people can install and run without fighting the OS. This is a big chunk of what’s left, alongside Kickstarter-funded time.
Deployment and troubleshooting material exists; more end-user and “day-2 ops” docs are queued for the 1.0 push.
Repo, licensing, and a clean “clone → configure → up” narrative for the wider self-host audience, aligned with the public release, not a separate product.
Feature breadth is in the beta; 1.0 is about reliability, edge cases, and finishing the rough corners, exactly what campaign funding is meant to close out.
If you use a VPS, many crews land around ~$12 to $24/mo. Prefer zero monthly cost for the machine? Use hardware you already own. Backing the Kickstarter helps fund installers, docs, and the last mile to that public 1.0.
You believe in the mission. Your name on the public backer list when we publish it, part of the project’s story.
Back this tierPermanent Founding Member badge on the official community server when it launches; never available again after the campaign.
Back this tierFounding badge for your server in Discovery, plus early access to the hosted service.
Back this tierOne-on-one setup coaching (~60 min) and 12 months free hosted org on the SaaS.
Back this tierCustom palette, logo on login, branded accents for your self-hosted or hosted org.
Back this tierRoadmap call, priority feature consideration, sponsor placement on the project website.
Back this tierPush-to-talk and nets on mobile, with no app store gatekeepers.
Signed installers, auto-update, tray, Windows in-game overlay.
Server-to-server discovery, cross-server voice and messaging.
Solo dev full-time: velocity and polish where the project deserves.
Plugins for major engines: spatial voice, radio nets, no per-minute billing.
At $30,000, GameComms becomes more than a platform: it becomes the voice layer any game can use. Engine plugins for Unity, Unreal Engine, and Godot. Spatial audio. Proximity voice. Radio nets. No per-minute billing. No vendor lock-in.
Drop it in. Point it at your server. Your game has voice.
I’m a solo developer: nine years in freight and logistics operations, based in Pennsylvania. I play with large organizations in games that demand real coordination, and I started GameComms because those communities deserve tools they actually own, not another rented voice stack. This isn’t a startup pitch; it’s me asking for help to finish development on something I believe will change how gaming comms work. Back me on Kickstarter if you want that future to ship.
Back me on Kickstarter and help finish GameComms. Ship target: Fall 2026 (beta ships iteratively; 1.0 when the roadmap is closed out).
Back me on Kickstarter
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