Which networking framework is implemented in LiarsBar?

I’ve been looking into the networking architecture of LiarsBar and noticed it utilizes Steamworks along with Dissonance for voice communication. However, I’m curious about the underlying networking solution that powers the multiplayer functionality. Does anyone know if they’re using Mirror networking, FishNet, or perhaps a different networking library altogether? I’m trying to understand their tech stack better for a project I’m working on. Any insights into their networking implementation would be really helpful. I’ve searched through various forums but haven’t found a definitive answer about which specific networking framework they chose for handling the multiplayer connections and game state synchronization.

Mirror’s perfect for this kind of card game. Great pick for turn-based multiplayer.

Haven’t looked at their code, but Mirror’s a solid pick for LiarsBar. Works great for card games since you don’t need the super fast tick rates that shooters require.

They’re using Mirror for networking. It’s pretty popular with Unity indie games like LiarsBar - free and works well for multiplayer stuff. Steamworks probably just handles friend invites and lobby creation, while Mirror does the actual game state sync.