Node management
Connect a Linux machine with a one-time join token. The panel issues its mTLS certificate, tracks capacity and lets you drain it for maintenance.
- Locations and automatic placement
- Port and IP address pools
A self-hosted control panel for game hosting. Connect nodes, create game servers and scale on your own infrastructure.
A fast, dense admin interface for operators — and a clean, branded one for your customers.
Status, location and live CPU, RAM and disk usage. Drain a node before maintenance — new servers go elsewhere.
See nodes, game servers, backups and settings in a working panel. The shared demo is read-only, so changes are disabled.
From racking a new node to a customer clicking “Install mod”. Spend your time on customers, not on writing a panel.
Connect a Linux machine with a one-time join token. The panel issues its mTLS certificate, tracks capacity and lets you drain it for maintenance.
Create, start, stop and reinstall servers from one place — your customers get the same controls for their own servers.
Every game server is a container with its own CPU, memory and disk limits. Any game that ships as a Docker image can be added to the catalog.
One-click installs with dependencies, compatibility checks and clean removal — from the sources players already use.
Archives stream straight from the node to your S3-compatible storage. Restore files and game-server databases in one step.
CPU, memory, disk and player history for every node and server, plus Prometheus metrics for the panel itself.
Roles with fine-grained staff permissions. Server owners can invite co-owners with exactly the rights they choose.
Plans with resource limits, suspension for non-payment and a documented REST API your billing system talks to.
Your name, logo, colors, favicon and support links — changed in settings, no rebuild. Our name appears nowhere.
Set up the panel, connect your machines and launch a game server. You stay in control of the infrastructure and the customer experience.
Create a portal account, choose a license and install the panel on your server. Finish the first-run setup in your browser.
Add a Linux machine and follow the connection steps in the panel. It establishes a secure link and shows the node’s available resources.
Choose a game from the starter catalog, optionally set a plan and create a server. The panel places it on a suitable node.
Assign the server to a customer. They manage it in your branded panel; connect WHMCS or the API when you need billing automation.
Not SaaS, and not a reseller seat inside someone else’s panel. Every customer runs a separate installation: their own database, nodes, domain and customers.
Runs on hardware you own or rent. Place nodes in any data center, in any country.
Customers, servers and backups never leave your systems. No telemetry is collected.
Customers only ever see your name. License notices are shown to admins only.
Standard Docker containers, PostgreSQL and S3 storage. Your data stays in open formats.
Everything runs on your servers, and offline licenses cover air-gapped networks.
Connect any billing or CRM through the REST API and webhooks — no plugin marketplace required.
These games come with presets for their mods, maps and plugins. Any other game that runs from a Docker image can be added to the catalog.
Any billing or CRM that can make HTTP requests can drive the panel. We don’t ship plugins for specific billing products — the integration is a handful of documented calls.
Create servers on a plan, suspend and resume them, find them by your own external ID.
Read-only or admin API keys for each integration, revocable at any time.
HMAC-SHA256 signatures, automatic retries with backoff, at-least-once delivery.
Plan limits are enforced server-side, so a billing bug can’t oversell a node.
# Your billing creates a server when an order is paid
curl -X POST https://panel.your-hosting.com/api/game-servers \
-H "Authorization: Bearer gmk_…" \
-d '{
"game": "minecraft",
"plan_id": "plan_survival_8gb",
"location_id": "eu-central",
"owner_user_id": "usr_8f2c",
"external_id": "order-48211"
}'server.createdserver.startedserver.stoppedserver.failedserver.suspendedserver.unsuspendedserver.deletedbackup.completedbackup.failednode.offlinenode.onlinedatabase.createdschedule.run.failedPlans differ by capacity and license features. Compare the limits and choose what your hosting needs.
For a small project or to get started
For a new hosting business
For growing providers
For established hosting companies
For large fleets and closed networks
| Feature | Free | Starter | Pro | Business | Enterprise |
|---|---|---|---|---|---|
| Installations | 1 | 1 | 2 | 3 | Unlimited |
| Nodes per installation | 1 | 3 | 10 | 30 | Unlimited |
| Game servers per installation | 3 | 50 | 300 | 1000 | Unlimited |
| Panel & agent updates | |||||
| Add-ons | |||||
| Backups and S3 storage | |||||
| Webhooks | |||||
| Remove “Powered by” badge | |||||
| Offline license (air-gapped) |
Nodes count while registered (even offline); servers count while they exist (even stopped). Running servers are never shut down when you hit a limit — only new ones are blocked.
It’s the software that runs a game hosting business — node management, game servers, mods, backups, customer access and a billing API — installed on servers you control instead of rented as a cloud service. You sell game servers under your own brand.
The master (control panel) runs on any Linux server with Docker; the installer sets up everything it needs. Game servers run as containers on your nodes — Linux machines with Docker and our agent. They can be in different data centers.
Yes. Name, logo, accent color, default theme, favicon, login page text and support links are all set in the panel’s settings. Customers never see our name, and license notices are shown to administrators only.
Create a join token in the panel and start the agent on the node with it. The node registers itself, receives its own TLS certificate and appears in the node list — no manual certificate configuration.
Any game that runs from a Docker image can be added to the catalog. For the 18 games listed above, mods, maps and plugins are already wired up, including installs from Modrinth, Steam Workshop, Thunderstore, uMod and GameBanana.
Yes. Your billing creates servers on a plan, suspends and resumes them and looks them up by its own external ID through the REST API, and receives signed webhooks for server, backup and node events. There is no ready-made module for a specific billing product — the integration is a set of documented HTTP calls.
No. Everything runs on your machines. The only optional external piece is S3-compatible storage for backups — which can be self-hosted too, e.g. MinIO.
A free-forever plan on your own hardware — one node, three servers, add-ons and backups. No card required.