LANCommander – Self-Hosted Game Distribution Without Internet
LANCommander lets you host your own game library and distribute games over a local network. No internet required, MIT licensed, and works with a polished desktop launcher.
TL;DR
TL;DR: LANCommander is an open-source, self-hostable platform for distributing games over a local network — no internet connection needed, MIT licensed, with a polished desktop launcher for players.
Source and Accuracy Notes
⚠️ This section is MANDATORY. All links must be verified from actual source, not guessed.
- Project page: lancommander.app ← verified via docs.lancommander.app
- Source repository: github.com/LANCommander/LANCommander ← README verified
- License: MIT (verified via GitHub API
license.spdx_id = "MIT") - HN launch thread: news.ycombinator.com/item?id=39461825
- Stars: 429 (GitHub API, as of 2026-07-20)
- Source last checked: 2026-07-20
What Is LANCommander?
LANCommander is an open-source, self-hosted digital game distribution platform. You host the server on your own hardware, populate it with games, and players connect over your local network to browse, download, and launch games from a polished desktop client. The entire platform works without any internet connection — designed originally for LAN parties where connectivity is limited or nonexistent.
The project description from the README:
LANCommander is an open-source, self-hostable digital game platform. Host your own game library, distribute games across your local network, and let players browse and install from a polished desktop launcher. Originally built for LAN parties where internet access isn’t available, but works anywhere you want a private game distribution platform.
Key Features
Game Distribution
- Self-hosted game library — all assets served locally, no external dependencies
- No internet dependency — perfect for closed networks and LAN parties
- Multi-part archive uploads with chunked transfer for large games
- Automatic metadata lookup from IGDB and SteamGridDB (covers, icons, backgrounds)
- Redistributable management — auto-install Visual C++, .NET, DirectX runtimes
Desktop Launcher
- Polished game browser with depot storefront, library shelf, and search/filtering
- Download queue with progress tracking and install management
- Cloud saves — automatic backup and restore of game save files
- Auto-discovery — finds servers on your network via UDP beacon
- Media viewer — screenshots and video trailers for each game
- Discord Rich Presence integration
- Offline mode support
Server Administration
- Web-based dashboard built on ASP.NET Blazor
- User management with registration, approval workflows, and role-based access
- OpenID Connect authentication support
- PowerShell scripting — pre/post install and launch hooks with a built-in editor
- Dedicated server management with RCON support
- Play session tracking and statistics
Setup Workflow
Prerequisites
- A server (Windows or Linux) to host the backend
- .NET 8 runtime for the server
- Games stored on the server (ISO, ZIP, or other archive formats)
- Clients need the LANCommander desktop app (Windows/macOS/Linux)
Step 1: Deploy the Server
The server component is built on ASP.NET Blazor. You can run it as a container or directly on a Windows/Linux machine.
# Clone the repo
git clone https://github.com/LANCommander/LANCommander.git
cd LANCommander
# Run with Docker (recommended)
docker compose up -d
# Or run directly on Linux with .NET 8
dotnet run --project src/LANCommander.Server/LANCommander.Server.csproj
The server exposes a web-based admin dashboard and a game content API.
Step 2: Configure the Server
Once running, open the admin dashboard to:
- Add games — upload game files or point to existing directories
- Configure metadata — LANCommander auto-looks up IGDB/SteamGridDB data
- Set up users — approval-based registration or invite-only
- Configure hooks — PowerShell scripts for install/launch automation
Step 3: Connect Clients
Players download the LANCommander desktop client and the app auto-discovers servers on the network via UDP broadcast. They then browse the library, download games they want, and launch from the client.
Server (LAN) → UDP beacon → Client discovers server
Client browse → Download games → Launch from client
Architecture
The stack breaks down into:
- LANCommander.Server — ASP.NET Blazor server, handles API + web UI
- LANCommander.Client — Avalonia cross-platform desktop app (WPF alternative)
- LANCommander.Common — shared models and protocols
Content transfer uses standard HTTP with chunked encoding for large files. The UDP beacon protocol handles zero-config server discovery.
Practical Evaluation Checklist
- [ ] Installs on Ubuntu 22.04 or Windows Server 2022
- [ ] Game discovery and download works over a closed network
- [ ] Metadata auto-populates from IGDB / SteamGridDB
- [ ] PowerShell hooks fire on install/launch events
- [ ] RCON works for remote dedicated server management
- [ ] Client auto-discovers server without manual IP entry
- [ ] Discord Rich Presence updates on game launch
Security Notes
- OpenID Connect is supported for enterprise or cloud-adjacent deployments
- Role-based access in the admin panel controls what users can do
- No telemetry or external connections required — fully air-gap capable
- Game files are served over plain HTTP within the LAN — not encrypted
- For internet-adjacent setups, run behind a VPN or restrict to a trusted VLAN
FAQ
Q: Does it work for games purchased on Steam, GOG, or Epic? A: LANCommander distributes game files you already have (ISOs, archives, redistributables). It does not crack or bypass DRM. You must legally own the games you host.
Q: Can multiple servers be federated? A: Not natively in the current version. Each server is independent. Players can connect to one server at a time from the client.
Q: What platforms does the client support? A: The desktop client is built with Avalonia — cross-platform support for Windows, macOS, and Linux is on the roadmap.
Q: How are updates handled? A: Game updates are managed manually through the admin dashboard. The server and client both have independent update mechanisms.
Q: Does it work over the internet, not just LAN? A: Technically yes — it’s just HTTP traffic. However, it was designed for LAN use and security/internet-facing hardening is not a current priority.
Conclusion
LANCommander fills a specific niche that no commercial platform covers: truly offline, self-hosted game distribution for LAN parties, private clubs, or anyone who wants full control over their game library without relying on internet connectivity or third-party services. With 429 GitHub stars and active development, it’s the most complete open-source option in this space.
If you run regular LAN parties or manage a private game collection, LANCommander is worth setting up. The auto-discovery and polished launcher mean players get a Steam-like experience from your own hardware.
Links:
- lancommander.app — project site and docs
- github.com/LANCommander/LANCommander — source and releases
- docs.lancommander.app — setup and administration docs
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