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!
Try it right now
Scan with your phone to feel a live game controller — no signup, no install.
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.
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
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
Pro
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
Usage overages
When you exceed your tier's capsper device-minute
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 →