They Said I Couldn’t Make an Online Multiplayer Game… So I Made One!
A YouTuber took a comment-section dare and turned it into a working online shooter in two weeks.
Dani built his physics-based parkour shooter Karlson 3D as a direct answer to viewers who doubted he could pull off 3D development in Unity. His latest devlog, “They Said I Couldn’t Make an Online Multiplayer Game… So I Made One!”, picks up that same running bit — except this time the challenge was networking, something he’d never attempted before. The video walks through how he spent two weeks bolting online multiplayer onto a game built entirely around rigid-body physics rather than a standard character controller.
- Dani spent two weeks building the online multiplayer prototype for Karlson 3D, his first attempt at networked gameplay.
- Karlson’s movement system runs entirely on rigid-body physics forces instead of a static character controller, giving the parkour and shooting mechanics an unusually open, momentum-driven feel.
- The multiplayer devlog is a direct follow-up to earlier viewer challenges — including one from a commenter who dared him to build a 3D game in Unity in the first place — a pattern he says he wants viewers to keep feeding him.
From a Dare to a Devlog Series
Karlson 3D didn’t start as a multiplayer project. Dani has built the game in public, treating audience challenges as his roadmap — the 3D pivot itself came from a viewer daring him to try it in Unity. That format has turned into a recurring feature of his channel: someone throws out a challenge, and the next devlog documents whether he can actually clear it.
This time the dare was networking. As Dani puts it early in the video, multiplayer was something he’d “never tried before,” which makes the two-week turnaround notable — he wasn’t just adding a feature, he was learning an entirely new discipline of game development on the fly and documenting the mess in real time.
Physics Over Character Controllers
What makes Karlson distinct from most parkour shooters is what’s missing under the hood: there’s no rigid character controller dictating movement. Instead, Dani builds locomotion out of raw physics forces, letting the player’s momentum, collisions, and jumps behave more like a ragdoll with intent than a scripted animation state machine.
That choice is what made the multiplayer build genuinely hard. Syncing a physics-force-driven player across a network is a different problem than syncing a standard controller, since every client has to agree on forces and collisions in near real time rather than just position and animation state. It’s the kind of technical wrinkle that fans of games covered in breakdowns of online multiplayer mechanics will recognize as one of the trickier problems in the genre.
“It’s all done using forces and physics, so it’s a very open and fun movement system!”
Future Phases of the Project
Dani says he’s considering turning the movement system into a tutorial or releasing it on GitHub once it’s further along, a nod to the fact that his devlogs have built a following of viewers who want to build similar systems themselves, not just watch them. It’s the same instinct that’s made his channel a fixture for people tracking scrappy, one-person projects alongside bigger releases covered in roundups of new indie games.
For now, the multiplayer mode is still a prototype, not a shipped feature — Dani frames the two weeks of work as a starting point he wants to keep pushing rather than a finished system. True to form, he closes the video by asking viewers to keep sending him challenges, which is exactly how Karlson 3D got here in the first place.
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