It isn't until you understand how a multiplayer game is designed at code level that you can see why retrofitting multiplayer into a single player game is impossible in most cases, or will require so much work that it is better to start from scratch.
For example, in a single player game movement code is fairly easy. Press a key, move the character. In a multiplayer game you want the server to calculate the movement (a standard technique is to send start / stop triggers to the server, NOT spam X / Y co-ordinates) and you need to account for latency, for having all clients see the player move, for having new players see the character at the right place when they join the game, for accuracy of movement (using prediction techniques) which is very important in fast paced combat games, server-side collisions to make sure a person isn't cheating, and factoring in delta time to reduce the rubber banding effect. You basically have to write the player movement from scratch. This doesn't even cover things like swapping inventory, opening doors, and all the small things in single player games that require more attention in multiplayer games.
Although you might choose not to rebuild your current game, you should definitely consider it for your next project.