What the panel can do, screen by screen
Every plan gets the same panel - there is no tier where the file manager is read-only or the console is a summary. This is the whole of it, with the steps for each part.
Ordering a server
Pick a game or a runtime, pick a size, and pay. The server is created, the game installed and the container started - usually inside a minute, and you can watch it happen in the console.
- 1. Choose the product line - a game, or Node.js, Python, PHP, PostgreSQL, MongoDB.
- 2. Choose a tier. Five sizes, priced by memory, storage and cores.
- 3. Choose a term. Three, six and twelve months are cheaper per month, and the discount is shown before you pay.
- 4. Pay with PayPal, a card, your wallet balance or a bank transfer. All four produce an invoice.
The console
Live output, a command line, power controls and the resource graphs. It is the server's own output rather than a filtered summary - if the game prints it, you see it.
- Start, stop, restart and kill, with the current state always visible.
- Command history with the arrow keys, and tab completion for common commands.
- Web-server noise - the internet knocking on doors that are not there - is folded behind a count you can switch off. A real error always prints.
- Graphs for memory, CPU and disk against your limits, so "is it the plan or the mod" is answerable.
Files and SFTP
A complete file manager with an editor in the browser, plus SFTP credentials for the tools you already use. Upload a modpack, fix a config, pull a world down to your machine.
- Drag files in, or upload a folder. Archives can be unpacked in place.
- Edit any text file with syntax highlighting and save without downloading it.
- PDFs and images preview in the panel rather than downloading first.
- SFTP on the same credentials - use FileZilla, WinSCP or your editor's remote mode.
Backups
Take one before you try something. Restore it when the something goes wrong. Lock the ones that matter so they are not rotated away.
- Slots on every plan - two on the entry tiers, more further up.
- Take one on demand, or on a schedule you set.
- Download any backup to your own machine.
Databases
Create a database from the panel and it comes with a host, a username and a password generated for it. Nothing is shared with anybody else's server.
Subusers, roles and teams
Give somebody the console without giving them your files, or the files without your billing. Three separate ideas, kept apart deliberately.
- A role holds permissions - what may be done.
- A team holds people.
- A grant joins a team to a server with a role, so adding a moderator to the team gives them the same access everywhere at once.
- Invite by link, by a join code, or by email address - and require approval on the codes if you would rather vet people.
- Access can be time-boxed, and expiry stops working immediately rather than overnight.
Scheduled tasks
Restart nightly, back up before the restart, announce it to players first. Tasks run in order with delays between them, so a schedule can be a small routine rather than one action.
- Send a console command - a warning to players, a save, a world flush.
- Take a backup.
- Power actions: start, stop, restart.
Git deploys
For application servers: connect a GitHub repository and branch, and the container pulls it on boot. Switch on deploy-on-push and it restarts itself when you push - but only if it was already running, so a server you stopped stays stopped.
Every deploy is recorded: opened when the push arrives, closed once the container is actually seen running again. That is the difference between a deploy that shipped and a deploy that fell over.
Games that need a key from you
A few games want a credential their publisher issues to a person - a Steam game-server token, a Steam account that owns the server files, a Klei cluster token, a Cfx.re licence. We cannot create one and we never share one between customers.