I suddenly realized one more thing regarding this based on the recent bit of prototyping done using Godot networking, which is that if we add multiplayer we cannot use Godot’s inbuilt Node replication mechanisms for that. So instead we need to do entity data updating and local prediction code ourselves, maybe even use all network connectivity outside Godot. For example we could use a RakNet fork like GitHub - SLikeSoft/SLikeNet: SLikeNet™ is an Open Source/Free Software cross-platform network engine written in C++ and specifially designed for games (and applications which have comparable requirements on a network engine like games) building upon the discontinued RakNet network engine which had more than 13 years of active development. as the networking library as I’m not keen on rewriting that from scratch as I think the entity replication and prediction will be difficult enough on its own.