Keep the match moving
A game server setup shaped by the engine, players and region.
Content revised · English
- Architecture to evaluate
- CPU ticks / mods / players / UDP
- Prepared starting points
- 5 plans
- Responsibilities
- Application, rights and recovery
A fit shortlist, not installed software or live inventory.
Keep these in view.
- CPU ticks / mods / players / UDP.
- Make administration and world state separate.
- Measure from the players.
CPU ticks / mods / players / UDP
Minecraft, CS2, Rust and Valheim have different requirements. Size for tick behaviour, world size, mods and peak players; memory alone does not predict the result. A representative load test is more useful than an unverified player-count promise.
Make administration and world state separate
Pterodactyl-style management can be evaluated for compatible systems; panel access depends on the configured service and its delivery. Restrict administration, open only required game ports and keep world/configuration backups before updates. Multiple instances need resource budgets and clear ownership.
Measure from the players
Choose a compatible region using player latency and packet loss. Network mitigation and application administration cover different layers. A proxy network using BungeeCord or Velocity needs its own configuration and testing; no automatic game clustering is included here.
Start with the game's demands
Some servers need strong single-thread performance; others use more memory as players or modifications grow. Test the actual game version and plugins with realistic concurrency.
Choose the connection
Latency and packet loss are often more visible to players than a larger CPU allocation. Choose a region near the group and consider the consequences of public server discovery.
Make changes recoverable
Back up worlds and configuration before updates. Restrict administrator permissions, monitor tick or simulation performance and schedule disruptive changes when players can prepare.
Capacity to consider.
Match these starting points to the representative application. Software installation and live inventory are not connected; the exact specification and period total come from the catalogue.
Phantom 4
Create a small community server with two high-clock virtual CPUs, 4 GB of memory and 60 GB of NVMe storage. The configuration lists 20 Minecraft or 16 CS2 slots, a Pterodactyl panel, installers for more than 30 games and a 20 Gbps network mitigation tier.
- Compute
- 2 vCPU (high-clock)
- Memory
- 4 GB DDR4
- Storage
- 60 GB NVMe SSD
- Transfer
- 5 TB / month
billed monthly
Phantom 8
Run a larger game world on four high-clock virtual CPUs, 8 GB of memory and 120 GB of NVMe storage. The listed allocation supports 60 Minecraft or 32 CS2 slots, Forge and Fabric modpack workflows, a free subdomain and 10 TB of monthly transfer.
- Compute
- 4 vCPU (high-clock)
- Memory
- 8 GB DDR4
- Storage
- 120 GB NVMe SSD
- Transfer
- 10 TB / month
billed monthly
Phantom 16
Bring multiple game instances together with six high-clock virtual CPUs, 16 GB of memory and 240 GB of NVMe storage. Pterodactyl and BungeeCord tooling accompany a listed capacity of 200 Minecraft or 64 CS2 slots, 20 TB of monthly transfer and an 80 Gbps mitigation tier.
- Compute
- 6 vCPU (high-clock)
- Memory
- 16 GB DDR4
- Storage
- 240 GB NVMe SSD
- Transfer
- 20 TB / month
billed monthly
Umbra 4
Balance four AMD EPYC virtual CPUs and 8 GB of ECC memory with 120 GB of NVMe storage for several services or a growing application. This KVM configuration includes a weekly snapshot, 6 TB of monthly transfer on a 1 Gbps port and a 20 Gbps network mitigation tier.
- Compute
- 4 vCPU (AMD EPYC)
- Memory
- 8 GB DDR4 ECC
- Storage
- 120 GB NVMe SSD
- Transfer
- 6 TB / month
billed monthly
Umbra 8
Allocate eight AMD EPYC virtual CPUs, 16 GB of ECC memory and 240 GB of NVMe storage to busier applications, workers and databases. Daily snapshots complement root access on KVM, with 10 TB of monthly transfer on a 1 Gbps port and a 40 Gbps network mitigation tier.
- Compute
- 8 vCPU (AMD EPYC)
- Memory
- 16 GB DDR4 ECC
- Storage
- 240 GB NVMe SSD
- Transfer
- 10 TB / month
billed monthly
Before this workload goes live.
- Check the exact plan’s CPU, memory, disk, transfer and port.
- Choose a listed region and verify the workload’s permitted use.
- Test the representative application and an independent restore.
Questions, answered.
Which region is best for European players?
Measure latency and loss from the players and compare supported regions. A central map location does not establish the best route for a specific ISP or game.
Is a game-management panel included automatically?
No Pterodactyl or game engine is installed by the checkout. Its application requirements and ports need a compatible deployment.
How much RAM does modded Minecraft need?
Test the actual world, mods, plug-ins and peak players. RAM, CPU ticks and storage I/O matter together; no untested player or modpack capacity is promised.
Can I run private or multiple game instances?
Check the game’s rights and licence terms, then allocate CPU/RAM/ports separately. Multiple instances share one host’s resource and recovery boundary.
What is kept in my account workspace?
Your configuration, selected plan, image, location and billing term are kept with the order and payment request references. Quotes, payment-state reads and support conversations remain linked to your account. Read fulfilment details separately from payment status.