Minecraft and modpacks
The most clock-hungry case: the world runs in a single thread. A Ryzen 7 or 9 with 64–128 GB of memory carries several heavy modpacks at once.
A game server lives on single-core clock speed, not on thread count. That is why this range is built on desktop AMD Ryzen CPUs up to 4.7 GHz, including 3D cache models, with a pair of Enterprise NVMe drives and unmetered traffic.
The world tick is computed by one core. Ryzen 7 and 9 at 3.7–4.7 GHz hold a steady tick where a server Xeon with twice the cores already stutters.
The range includes the 9800X3D and 9950X3D — processors with enlarged cache. Game logic and physics hit cache instead of memory, and it shows in tick stability on large maps.
The country is picked at checkout. Put the server closer to your players and stop losing tens of milliseconds on the route.
Prices are per month. The filter on the left narrows servers by CPU, memory and price; location and memory size are chosen at checkout.
Everything listed is already in the monthly price. A one-off setup fee applies only to the newest models and is always shown on the plan card.
A 500 Mbit/s or 1 Gbit/s port with no monthly cap: a weekend spike in players will not turn into a traffic bill.
Fast map and save loading, mirrored by default — one failed drive does not take the players' world with it.
From 32 to 192 GB with error correction. A single memory fault is fixed on the fly instead of dropping the server mid-session.
The console opens without contacting support: reboot the machine, enter the BIOS or reinstall the system from your own image.
A separate address per world or launcher — handy when one machine hosts several projects.
The configurations are ready-made, so the server is usually handed over within the business day with the system already installed.
The location is picked in the configurator at checkout. Go by where most of your players connect from: every extra 20–30 ms of route is noticeable in shooters and less so in sandboxes.
The system is installed automatically at delivery and access is granted with full root or administrator rights.
Most game engines run on Ubuntu or Debian: ready server builds and panels such as Pterodactyl exist for them. Windows Server is needed where the game or launcher only runs there.
On a virtual server the core is shared with neighbours, and at peak hours the world tick starts to drift: players see stutter even though CPU load looks fine. On a dedicated machine the clock is entirely yours and the behaviour is predictable at any hour.
The second reason is drives and memory. Game worlds write saves constantly, and on shared storage that runs into IOPS limits. Here two enterprise NVMe drives sit inside the machine itself, while ECC memory guards against the rare but very unpleasant faults that corrupt a world for no visible reason.
The most clock-hungry case: the world runs in a single thread. A Ryzen 7 or 9 with 64–128 GB of memory carries several heavy modpacks at once.
Here latency decides: placing the server near the players matters more than maximum core count. One machine covers dozens of parallel matches.
Sandboxes with large maps push both the clock and the disk. 3D cache models with NVMe hold the tick noticeably steadier under a big player count.
Supporting infrastructure happily lives on the same machine: separate IP addresses let you split services across ports and domains.
Look at clock speed rather than core count: the world runs in one thread. A vanilla server for 50–100 players fits the entry model; for heavy modpacks take a Ryzen 7 or 9 with 64–128 GB of memory so you can hold several worlds at once.
Wherever most of your players are. The country is picked at checkout under "Server location": Germany, France, the United Kingdom, Poland and Canada are available.
We do have configurations with 40 Gbit/s protection included — a separate range of servers in the Netherlands. If attack protection is critical for your project, write to support before ordering and we will suggest a suitable option and state exactly what it covers.
No. We are responsible for the hardware, the network and delivering the machine with the operating system installed, and we answer infrastructure questions quickly. The game server build, the panel and the mods are set up by you or your administrator — access is full.
Yes, that is the usual path: take the entry model to launch the project and move to a Ryzen 7 or 9 as the player count grows. Migrating data between machines is on you, and SSH and IP-KVM access are there from the first minute.
Tell us the game, how many players are online and whether there are mods. We will say which model keeps a steady tick — and will not push anything extra.