Built on the gamepad your players already know

One full-featured game controller — themeable per game, reactive to what's happening on screen, with optional native-app polish. Players scan a QR from inside your game and connect instantly — no app download required.

Familiar gamepad buttons and joystick

D-pad, thumb-stick, A/B/X/Y face buttons, L/R triggers, and a pause button — the layout players already know. Inputs stream to your game in under 20ms on local WiFi.

Inputs

D-pad / joystickA / B / X / YL / R triggersPause

Customizable per game

Theme the controller to match your game — button palette, accent color, labels, which controls are visible. Configured once in the dashboard, pushed to every player — no rebuild, no code change.

Configurable

Button visibilityColors & labelsJoystick vs D-padAccent theme

Put your HUD on the controller

Health, stamina, ammo, score, mini-map — any HUD element can render on the player's phone instead of cluttering the main screen. In local multiplayer, each player sees their own stats privately; the TV stays clean.

Render on phone

Health / staminaScore / comboAmmo / inventoryPer-player only

Dialogue choices, polls, and text prompts

Trigger a question from your game and the phone pops a full-screen overlay — single choice, multi-select, or free text. Answers stream back as they come in; your code awaits the result and moves on.

Prompt types

Single choiceMulti-selectFree textPer-player or all

Reactive to game state

Your game broadcasts state, the controller reflects it. The pause button flips live when you pause, the UI tints with each player's team color, a 'your turn' indicator lights up in turn-based rounds, and the whole controller dims when a player is eliminated.

Reactive to

Pause / resumePer-player colorYour-turn indicatorEliminated / spectating

Persistent user profiles

Players set their display name and avatar once on their phone — it rides into every game built on dropcontroller. No 'what should I call you?' on every round, and the identity survives reconnects, WiFi roams, and return visits.

Profile carries

Display nameAvatarAcross sessionsAcross games

Extendable modules

Beyond the gamepad, compose purpose-built modules into the controller: a private inventory, a hidden card hand, a mini-map, a drawing canvas, or tilt/motion input. Each one is a drop-in component that stacks alongside the rest — and you can ship your own.

Module library

InventoryCard handMini-mapDrawing canvasTilt / motion

Bring the controller to life with the (optional) iOS controller app

Players who install the free dropcontroller iOS app get haptic rumbles that actually feel like a real gamepad — your game's events drive them directly, so hits land with a thump, engines purr, and close calls buzz under the player's thumbs. Same API, same events — no browser chrome, faster resume, and your code doesn't change.

App adds

Haptic rumbleNo browser chromeFast resumeFree on App Store

Familiar gamepad buttons and joystick

D-pad, thumb-stick, A/B/X/Y face buttons, L/R triggers, and a pause button — the layout players already know. Inputs stream to your game in under 20ms on local WiFi.

Inputs

D-pad / joystickA / B / X / YL / R triggersPause

Customizable per game

Theme the controller to match your game — button palette, accent color, labels, which controls are visible. Configured once in the dashboard, pushed to every player — no rebuild, no code change.

Configurable

Button visibilityColors & labelsJoystick vs D-padAccent theme

Put your HUD on the controller

Health, stamina, ammo, score, mini-map — any HUD element can render on the player's phone instead of cluttering the main screen. In local multiplayer, each player sees their own stats privately; the TV stays clean.

Render on phone

Health / staminaScore / comboAmmo / inventoryPer-player only

Dialogue choices, polls, and text prompts

Trigger a question from your game and the phone pops a full-screen overlay — single choice, multi-select, or free text. Answers stream back as they come in; your code awaits the result and moves on.

Prompt types

Single choiceMulti-selectFree textPer-player or all

Reactive to game state

Your game broadcasts state, the controller reflects it. The pause button flips live when you pause, the UI tints with each player's team color, a 'your turn' indicator lights up in turn-based rounds, and the whole controller dims when a player is eliminated.

Reactive to

Pause / resumePer-player colorYour-turn indicatorEliminated / spectating

Persistent user profiles

Players set their display name and avatar once on their phone — it rides into every game built on dropcontroller. No 'what should I call you?' on every round, and the identity survives reconnects, WiFi roams, and return visits.

Profile carries

Display nameAvatarAcross sessionsAcross games

Extendable modules

Beyond the gamepad, compose purpose-built modules into the controller: a private inventory, a hidden card hand, a mini-map, a drawing canvas, or tilt/motion input. Each one is a drop-in component that stacks alongside the rest — and you can ship your own.

Module library

InventoryCard handMini-mapDrawing canvasTilt / motion

Bring the controller to life with the (optional) iOS controller app

Players who install the free dropcontroller iOS app get haptic rumbles that actually feel like a real gamepad — your game's events drive them directly, so hits land with a thump, engines purr, and close calls buzz under the player's thumbs. Same API, same events — no browser chrome, faster resume, and your code doesn't change.

App adds

Haptic rumbleNo browser chromeFast resumeFree on App Store