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drwhut/tabletop-club

★ 1,463 · GDScript · MIT · updated Aug 2026

An open-source platform for playing tabletop games in a physics-based 3D environment for Windows, macOS, and Linux! Made with the Godot Engine.

Tabletop Club is an open-source Tabletop Simulator alternative built in Godot, letting you play physics-based tabletop games (chess, dominoes, card games, custom board games) in 3D with friends online. It's aimed at people who want the TTS experience without paying for it or being locked into Steam, and who are willing to build or install custom asset packs for the games they care about.

The asset pack system is the real feature here — games are defined as data (configs + meshes + card images) rather than hardcoded, so chess, Go, dominoes and poker all ship as the same kind of pack you'd write yourself. It's genuinely cross-platform (Windows/macOS/Linux) with real distribution channels (itch.io, Flathub) rather than just a build-it-yourself repo. Translation coverage is unusually deep for a project this size — 17+ languages actively maintained through Weblate, which says something about a real non-English player base. Documentation lives on ReadTheDocs with dedicated pages for compiling, downloading, and building asset packs, not just a wall of text in the README.

GDScript plus Godot means the contributor pool is smaller and physics/netcode internals are opaque from the repo surface — there's no architecture doc describing how multiplayer state sync or physics authority works, which matters a lot for a physics-based multiplayer game. The README tells you nothing about the actual multiplayer model: is it peer-to-peer, host-authoritative, does it handle desync or dropped players gracefully? Given the asset library is a huge chunk of the repo (hundreds of binary mesh/texture files checked directly into git), expect a slow, heavy clone and awkward diffs if you ever contribute art. No visible CI/test setup referenced in the tree snippet, so it's unclear how regressions in physics or sync behavior get caught before a release.

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