RE:NODE
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Built by people who host their own things here

RE:NODE runs 39 product lines across 31 games, application runtimes, websites, databases and dedicated hardware - on a panel, a shop and an automation stack we wrote ourselves rather than licensed.

What that actually changes

Bugs get fixed, not documented

When a game's install script is broken upstream we rewrite it. Several of the games on this site ship with corrections we made - a Minecraft installer that silently saved an error page as the server jar, an egg pointing every server at a competitor's infrastructure, a database plan whose superuser password was published on the internet.

Plans are audited before they go on sale

An automated check asks, for every plan, whether buying it would actually produce a working server: does the egg exist, can its environment be filled without a human, does it fit the largest node, are there free ports. It has caught plans that were already on sale and could not be built.

We say what we cannot do

One location. No automatic refund button. Several games that need a key only you can get. Backups that go when the server does. All of it is written down before you pay rather than discovered afterwards.

Your data is not a growth channel

Page views are counted with a hash that cannot be linked across days and stores no address at all. Game artwork and blurbs are fetched by us once a week and served from here, so opening the shop does not tell Valve or a CDN who you are.

The stack, briefly

  • Hardware - dedicated machines in Germany, NVMe throughout, on a ZFS pool.
  • Orchestration - Pterodactyl and the Wings daemon, with a great deal of our own code on top: billing, provisioning, crash detection, deploy pipelines and the shop.
  • Panel - Laravel and React, in English and αƒ₯αƒαƒ αƒ—αƒ£αƒšαƒ˜, with a light and a dark theme that both work.
  • Monitoring - node availability sampled every five minutes, server crash loops detected within two, and a support ticket opened automatically before anything is suspended.