Turn-based devs are usually stuck: build a complex authoritative server for months, or use a simple relay with zero cheat protection. TurnKit is the middle ground. We provide a secure backend that stays out of your way. Our Client Consensus voting, State Masking (hiding hands/cards) and Turn enforcment give you professional security without the simulation overhead. Native Unity SDK, but works with any engine. Comes with Leaderboards too. Free up to 20 CCU. Simple CCU only pricing after.
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Maker
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Hey everyone,
I’ve spent years helping indie devs ship turn-based games, and the same frustrating choice kept coming up every time: either sink months into building a robust authoritative server (and all the ops headaches that come with it), or accept weak cheat protection with a basic relay.
That pain is exactly why I built TurnKit.
It gives you strong anti-cheat tools like player-voted consensus, automatic hiding of sensitive game state (hands, decks, etc.), and strict turn validation, all while letting you keep most of your game logic on the client where it belongs.
Works great with Unity (native SDK) and any other engine via simple API calls. Leaderboards are built-in too and can connect to relay match results for automatic secure results verified by votes of other players in that match.
Completely free up to 20 concurrent users, then straightforward CCU only pricing.
If you're working on a board game, card game, strategy title or any other turn-based project, I’d love to hear from you:
→ What’s the biggest multiplayer headache you’re facing right now?
→ Are you currently rolling your own server, using a relay, or still figuring it out?
Happy to answer any questions — and if you want a deeper dive, here’s our 2026 comparison: https://www.turnkit.dev/turn-bas...
Looking forward to the discussion!