Now open for signups

Instant phone controllers
for indie games

Let your players turn their phone into a game controller in under 2 seconds. Don't spend time building and maintaining a controller for your game and the networking infrastructure to keep it running — spend that time on what you care about, your game!

<20ms latency Up to 32 players Scan to play No app install

Try it right now

Tap in for a live game controller — no signup, no install.

Try the game controller demo →

Built on the gamepad your players already know

One full-featured controller — themeable per game, reactive to what's happening on screen. Players scan a QR and connect instantly.

Familiar gamepad

D-pad, thumb-stick, A/B/X/Y, L/R triggers, pause. The layout players already know — under 20ms on local WiFi.

Themed per game

Recolor, relabel, or hide controls in the dashboard. Pushed live to every player — no rebuild.

Reactive to state

Your game broadcasts state, the controller reflects it — pause flips, team color tints, eliminated dims.

Plus HUD-on-controller, prompts & polls, persistent profiles, drop-in modules, and an iOS companion app. See every capability →

Drop in a controller. Ship.

Host a room, pass "gamepad", handle inputs. That's the whole SDK surface.

Your Unity game — that's literally it
using DropController;

var room = await DropController.Host(
    new HostOptions(appId, apiKey)
        .WithControllerTemplate("gamepad")
);

room.OnPlayerJoined += (e) => {
    Debug.Log($"{e.Player.Name} joined");
};

room.OnControllerInput += (e) => {
    // e.Input is a gamepad event: button, stick, trigger, dpad, or pause.
    HandleGamepadInput(e.Player, e.Input);
};

Unity (Asset Store distribution) and JavaScript today. Godot, Bevy, LÖVE, and Phaser SDKs in the monorepo — landing soon.

Ship a game, not a platform

The real-time stack is handled. You keep your revenue, your brand, and your engine of choice.

Broaden your audience with players that skipped the console

  • Phone is the controller — no console, no gaming PC
  • Casual players become customers — they'll pay for a great game, just without the hardware
  • Solo or party — same zero-install join flow

Networking handled

  • <20ms latency — direct WebRTC on local WiFi
  • Transparent relay fallback on restrictive networks
  • Zero-loss reconnection across screen locks and WiFi roams

SDK, not a walled garden

  • Keep 100% of your revenue — no platform cut
  • Ship anywhere — Steam, consoles, your own site
  • Your brand on top — dropcontroller is invisible infrastructure

Your stack, any browser

  • Unity · Unreal · Native · JS — plus raw WebSocket
  • Any mobile browser — no app install, QR to join
  • Offline / LAN capable once players connect

Plays with hardware gamepads too

  • Plug-in or scan — same lobby, same Player object
  • One input event for phones and pads alike
  • Native gamepad APIs bridged — no second pipeline

Want the deeper dive — ordered delivery, binary wire protocol, edge signaling? Read the architecture →

Pricing that stays out of your way

The SDK is free. Local network sessions always cost $0. You only pay when traffic routes through our cloud relay or you outgrow your tier's data cap.

Hobbyist

$0 Free forever

Personal projects, prototypes, learning

  • Unlimited local-network sessions
  • Up to 32 devices, under 20ms latency
  • Discovery, session management, reconnection
  • End-to-end encryption
  • Full no-code controller designer
Start free
Most popular

Pro

$12 per month

Indie games and small commercial projects

  • Everything in Hobbyist
  • 3,500 cloud relay device-minutes included
  • Analytics dashboard and session insights
  • Custom branding / white-label controllers
  • Player help desk — feedback, polls, bug reports
  • Priority support
Sign up

Usage overages

When you exceed your tier's caps
Additional relay device-minutes
$0.002

per device-minute

Relay data transfer
$0.10

per GB

Contact us for volume pricing if you're consistently exceeding 50,000 device-minutes per month.

v2 platform — asymmetric games, accessibility, audience mode, live-ops. See what's next →