# Splatit

> An Splatoon server recreation in C++ with a focus on user friendliness and ease of hosting.

- **Website:** https://github.com/oxixes/splatit
- **Pricing:** unknown
- **Categories:** Developer Tools, Design
- **Tags:** developer-tools, design, infrastructure
- **Platforms:** Windows, Linux, CLI, API
- **Last verified:** 2026-09-10
- **Canonical page:** https://linkrena.com/tools/splatit

## About

A from-scratch reimplementation of the online services behind Splatoon for Wii U. It speaks the Nintendo Network account protocol, the BOSS content delivery protocol and the NEX game protocols, so an original console or an emulator can sign in, add friends, matchmake and play again.

Everything lives in one C++20 executable. A single process can host every subsystem on a laptop, or several processes can split the work across machines and share their live state through Redis. A React admin panel sits on top of a REST management API.

Account server account.nintendo.net Sign in, NNID accounts, Miis, device certificates, access tokens, NEX tokens

Generate three keys with openssl rand -base64 32 and paste them into accounts.tokenKey , accounts.refreshTokenKey and nex.tokenKey . Then replace every 192.168.1.10 in data/settings.json with the LAN address that the console reaches this machine on.

The first build takes 45 to 90 minutes, because vcpkg compiles gRPC, Boost and OpenSSL from source. Afterwards the admin panel answers on http://localhost:8080 and the management API on port 3000.

Change the default administrator. The first migration creates an account named admin with the password splatit . Change it before the server touches an untrusted network.

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