SFTP access now on by default for every game server
SFTP file access is now on by default for every game, including FiveM and RedM. Minecraft Java also gets an explicit server software picker, alongside big Palworld, Project Zomboid, and backup reliability improvements.
SFTP access is now available on every game, including FiveM/RedM
SFTP file access is now on by default for all active games, including FiveM and RedM, where it also opens access to your database files. Set your SFTP password from your dashboard to start connecting.
Choose your Minecraft Java server software directly
Minecraft Java servers now have an explicit Server Software picker (Vanilla, Paper, Fabric, Forge, NeoForge) instead of it changing automatically based on mods or crossplay settings. Switching shows exactly which mods, plugins, or datapacks are affected, so you're never stuck unable to get back to the loader you wanted.
Better than before
Set your FiveM/RedM framework and license key at first power-on
When you first power on a new FiveM or RedM server, you now pick your framework, game build, and Cfx.re license key together before boot, so uploaded scripts actually start instead of booting a bare vanilla server.
FiveM/RedM console now flags what actually needs your attention
The console can now spot known trouble signs in your logs, like database connection failures, license errors, or a resource that won't start, and groups them into a plain-language summary so you're not scrolling through noise.
Clearer boot checklist for FiveM/RedM servers
While your server powers up, the status tooltip now shows a step-by-step checklist (license key, framework and database, listed in the server browser, ready to join) instead of a vague "Powering up" message.
Share your server with a copy-paste join card
FiveM/RedM servers now show a ready-to-share connect card with your direct-connect address, plus one-click copy and a paste-ready Discord message.
Safer character claiming for stranded guests, with one-click undo
Claiming a stranded guest character no longer preselects a character or silently overwrites one, and you can't attach to a character that already belongs to a joined player. If you claim the wrong one, a new undo option restores your pre-claim state automatically.
File manager now lets you edit world files consistently
You could already edit files like types.xml directly, but uploading, renaming, unzipping, or deleting the same file was blocked. All these actions now work the same way, with a confirmation step for sensitive world files.
31 more improvements
- File manager now handles mod files up to 2 GiB: Uploading, editing, or installing large mod files, common for DayZ, used to fail past 50 MB despite the advertised 2 GiB limit. Large files now work as promised.
- Resetting a file to defaults now updates instantly in the editor: After resetting a file to its default contents, the editor now shows the new content right away instead of sometimes showing a stale copy for a bit.
- Clearer, accurate world transfer info for Palworld: The bring-your-world flow now correctly tells you that server settings carry over during approval, with notes on expedition pal recall and respawn point resets, plus a direct link to the full migration guide.
- See exactly what changes when importing Palworld co-op settings: The co-op settings review now shows a real diff of current vs incoming values instead of an all-or-nothing apply, so you know exactly what you're accepting.
- Palworld world imports now flag unrecognized save formats: When you import a Palworld world, we now check the save file format up front. If it's a newer format we don't recognize yet, you'll get a clear warning during import instead of a silent failure later.
- More control over Project Zomboid zombie population and food settings: Project Zomboid's zombie population sliders now actually change the in-game population instead of doing nothing. There's also a new custom mode for exact multipliers, peak day, respawn timing, and migration, plus updated food settings.
- Zomboid map mods now detected automatically: Installed map mods get a Map badge, and if a map isn't yet on your world's map list, one click adds it in the right order. No more mods that silently do nothing.
- New Palworld difficulty presets matching the game exactly: Pick Casual, Normal, Hard, or Hardcore and get the same settings the game itself would apply, including Global Palbox import behavior.
- Reorder Project Zomboid mods with a new load-order editor: A new Load Order editor lets you drag and drop (or use arrow buttons) to set exactly which order your mods boot in. Failed installs get retest-failed chips and clearer boot notices.
- Zomboid sandbox file edits now sync with dashboard settings: Editing the sandbox settings file directly now updates your dashboard settings too, so changes made either way stick across restarts.
- Faster Project Zomboid sandbox setting resets: Project Zomboid servers can now apply certain sandbox setting changes with a lighter, one-shot restart instead of always requiring a full reset.
- Server starts queue smoothly instead of looking offline: When your server has to wait for room to start, the dashboard now shows it powering up instead of falsely dropping to offline. It'll start automatically once space is available.
- Servers can now always power on, even during busy peaks: We improved how servers get placed during high-demand periods so your server starts and paid upgrades apply reliably, even when regional capacity is tight.
- Mod request limit raised from 10 to 50 a day: You can now submit up to 50 mod requests or unsupported-game suggestions per day, up from 10. The "remaining today" count in the request form updates automatically.
- Platform badges for Palworld Mac and console players: Xbox, PlayStation, and Mac App Store players now get the correct crossplay badge in the player list, and can use identity-claim like everyone else.
- Smarter server placement reduces lag on crowded machines: We taught our placement system to notice when a machine is genuinely overloaded on processing power, not just memory, and to move servers off it automatically. This helps prevent the kind of lag spikes some modded servers were seeing during peak hours.
- Heads up when a mod needs a restart to load: Uploading a resource or SQL mod to your FiveM/RedM server now shows a toast letting you know it won't appear until the next restart.
- Palworld now asks about character claiming during import: When importing a world with a host character conflict, you're now asked to link your Steam profile right during the import instead of after. Your character is ready to go on the very first join.
- Palworld now hands back your explored map after a restore or migration: Explored map data, pins, discovered locations and Paldeck markers now travel with your world through backups and imports, so restoring a backup can bring your map back along with everything else.
- Faster recovery when your server moves to a new machine: When your server has to move to a different machine, its world now loads back in faster, and if the move gets interrupted, it can pick up where it left off instead of starting over.
- World imports now warn before overwriting an existing character: When you import a world and go to attach your character, Haptic now checks whether your account already has a character in that world and warns you before an attach could replace it.
- FiveM/RedM now points you to SQL imports right after upload: If you upload .sql files outside the folder FiveM/RedM imports from, you'll now get a one-time heads up explaining where they need to go.
- Server card notices are now grouped into one clean tray: Server cards used to stack up to a dozen separate banners. They're now combined into a single, tidy notices tray that's easier to read and works properly on mobile.
- Long server starts now say "Preparing" instead of looking stuck: When a start takes a while because we're finding it a spot, the status and power button now switch to "Preparing" so it doesn't look frozen. This label now also survives a page refresh.
- Palworld character attach now recognizes you automatically: Instead of asking for your SteamID64 up front, the attach flow now leads with a simple 'is this you?' using accounts we've already seen join your server. Entering your ID manually is still there if you want it.
- More reliable world restores on large servers: We've hardened the restore process for large worlds so interrupted or partial restores are caught and safely retried instead of risking incomplete data.
- Smoother server card notices and player list: Server cards now handle notices and the player list more gracefully: stats step aside for notices without any jumpy motion, and the player list fades cleanly instead of sliding around when you open or close the details drawer.
- Character attach now has a permanent home in Server Settings: You can now see and undo a character attach any time from Server Settings > Backups, not just from a notice you might have already dismissed. The pre-attach backup is clearly labeled so you know exactly what undo restores.
- Heads up when PlayFab has issues affecting Valheim crossplay: Valheim servers with crossplay on now show a notice if Microsoft's PlayFab service is having problems, making clear your world is safe and what still works while it's degraded.
- Refreshed pricing page with first GB free: The pricing page now leads with the real deal: your first GB is free on every plan, then a simple per-GB rate for Wake & Play or Always On. Game tiles are now themed with each game's own art and colors and link straight to that game's page.
- Faster file manager loading: The file manager now fetches your server's info in a single trip instead of several, so browsing and editing files feels noticeably snappier.
49 bugs squashed
DayZFixes: 1
- Files that DayZ mods keep in the profiles directory, like admin-editable settings, are now included in file syncing and backups instead of being silently excluded.
FiveMFixes: 8
- Normal Cfx.re Keymaster authentication messages were being flagged as license errors. The console now only warns when something actually fails, and the setup wizard no longer risks a double-submit or a contradictory cancel message.
- The mysql-data folder is now protected in the file manager for FiveM and RedM servers, so you can't accidentally browse into it and corrupt your database.
- Some FiveM and RedM servers couldn't load their core resources at all, and others weren't listing in the in-game server browser due to naming issues. Both are now fixed.
- Resources you dropped into a vanilla FiveM/RedM server could silently fail to start, and SQL files bundled with your mods weren't always imported. Both now work as expected.
- The file manager could previously reach into your server's live database files, where edits or deletes could corrupt your data. Those files are now protected from view and modification in the file manager.
- Deleting certain FiveM resource folders could leave behind thousands of empty hidden directories and a confusing 'invalid characters' error. Folder deletes now fully clean up these hidden files.
- Deleting a built-in resource like chat or sessionmanager used to leave a leftover reference that printed a 'couldn't find resource' error on every boot. Server startup now only references resources that actually exist.
- If your server.cfg has its own database connection line (common in imported packs), it overrides Haptic's managed database settings and breaks the connection. The console now explains this directly instead of pointing you to check credentials.
MinecraftFixes: 2
- Bedrock players connecting through Geyser were getting a 'missing profile public key' error whenever they tried to chat. Crossplay-enabled servers now automatically adjust this setting so Bedrock players can chat normally.
- Imported worlds on vanilla, Fabric, Forge, NeoForge or Quilt servers could lose access to the nether and the end. These dimensions now come through correctly after import or a software switch.
PalworldFixes: 7
- Some Palworld servers were staying online with no players for hours or even days because of how their status checks were being read. That's fixed, so idle Palworld servers now hibernate normally again.
- Installing a UE4SS mod no longer blocks other pak mods from working. Delisted or client-only mods are now refused honestly instead of appearing to install successfully.
- The dashboard player list now shows a player's actual account name right away instead of a raw ID string while they're joining. We also fixed leftover player names lingering in the list after someone disconnected.
- Updating your Palworld server's description used to get overwritten back to the original text on the next restart. Description edits now stick.
- The co-op settings import review was accidentally hiding the Global Palbox export/import toggles. They now show up correctly so you can see exactly what's changing.
- After importing a co-op world, the settings review panel was always empty. It now correctly reads your world's settings and displays them.
- If you queued a world attach for the next startup, the co-op settings review used to vanish before you could see it. It now stays visible so you don't miss changes worth reviewing.
Project ZomboidFixes: 3
- Adding a VERSION line to sandbox overrides used to be silently ignored. It now shows a clear rejection message instead.
- Day length, water/electricity shutoff, and zombie population options now show the real, correctly labeled values instead of outdated Build 41 leftovers.
- Very large Project Zomboid worlds could hit a shutdown timeout partway through saving, sometimes showing a confusing 'server unreachable' message. Shutdown now allows more time for large worlds so saves complete cleanly.
ValheimFixes: 1
- Worlds using Valheim's newer save format could silently skip important safety checks during backups. Those checks now work correctly on both the classic and newer save formats.
BackupsFixes: 11
- Servers in our EU region that were stopped with unsaved local changes weren't syncing those changes back properly. That's now fixed, matching how our other regions already work.
- Downloading a big world backup (like a large Minecraft or Palworld save) could fail and leave you staring at an error. Big backups now stream down reliably instead of timing out.
- If you try to delete a backup while it's still downloading, you'll now see a clear explanation instead of a generic failure message.
- Downloading a backup now gives you just your world, not internal bookkeeping files that could interrupt the download. Deleting a backup while it's still downloading is now blocked until the download finishes, preventing corrupted downloads.
- Some backups were failing entirely if the game process deleted a temporary file (like a profiler log) while the backup was running. Backups now skip files that vanish mid-run instead of failing the whole backup.
- Restoring big worlds could fail entirely if just one file hiccuped during download, forcing a restart from scratch. These brief hiccups are now automatically retried so restores complete.
- We closed gaps that let a server be started or a backup deleted mid-restore, and restore status now correctly reflects real failures instead of reporting stale or misleading results.
- If a restore, reset, or import got interrupted partway through, your server could come back with an old version of your world instead of the one you were restoring. Restores now leave a clear marker so an interrupted swap always finishes syncing cleanly instead of mixing old and new files.
- When a restore started right after a server stopped, a background backup could run at the same time and slow the restore to a crawl. Backups now step aside as soon as a restore takes over.
- A single brief upload error used to fail an entire backup. Backups now retry those hiccups automatically, and leftover internal cache files no longer get swept into your backups.
- Some servers were quietly re-uploading old leftover staging files on every boot, adding up to 20 minutes of hidden delay. Those files are now recognized and skipped.
BillingFixes: 1
- Some Wake & Play games were briefly showing their quarterly total as the monthly price on the pricing page. This is now fixed so you see the correct per-month rate.
Character managementFixes: 1
- The stranded-guest character prompt could mistakenly offer your own offline character as available to claim, and pre-select it as the source, risking an accidental overwrite. It no longer offers or preselects known players' characters.
File managerFixes: 3
- Fixed cases where a slow folder listing could overwrite a newer one, edited files could get overwritten by stale background reloads, and the breadcrumb wouldn't return you to the file list on mobile. INI files saved on Windows now open correctly in the settings view.
- Trying to delete a folder that still contains hidden platform files now gives you an accurate explanation instead of a confusing message about invalid filenames.
- Deleting a big world save folder could time out and leave you unsure whether it actually finished. Large folder deletes now complete reliably and give an accurate result.
File ManagerFixes: 2
- Editing or re-uploading a settings file that showed a sensitive value as "[REDACTED]" could overwrite the real value with that placeholder text, breaking things like database connections on FiveM/RedM servers. Sensitive values are now protected so they never get replaced with the placeholder.
- Deleting a large folder could time out and show a confusing error while the deletion kept running behind the scenes, sometimes leaving the folder stuck on screen. Long deletes now say they're still in progress instead, and retries no longer race the original delete.
ModsFixes: 1
- Servers without a mod manifest could have their entire mods folder wiped every time they started. Your files are now kept and merged with catalog installs instead of being deleted.
Server ManagementFixes: 1
- After a mod update restart, some Wake & Play servers were rebuilt as if they were Always On, so they never went to sleep even with nobody online. This is fixed so sleep behavior is preserved through mod-update restarts.
Server statusFixes: 1
- If a mod made your server stop itself while starting up, the dashboard used to just show "Offline" with no explanation and kept retrying forever. Any server that fails this way now gets a clear startup error message.
Wake & PlayFixes: 2
- Wake & Play servers could sometimes hibernate shortly after a player joined and left, even though the server should have stayed awake. The idle timer now correctly resets from the moment someone was actually connected.
- Some servers restarted for a mod update kept running indefinitely instead of sleeping when empty, using up hours they shouldn't have. Idle sleep timing is now applied consistently on every start.
World importFixes: 1
- Re-importing a world whose settings already match your server no longer pops open a review dialog with nothing to change.
World ImportFixes: 1
- Fixed an issue where the detected save format from a world import wasn't making it through to your dashboard, so import details are now accurate.
World managementFixes: 1
- Servers whose whole save lives at the root, including Palworld, DayZ, and Minecraft Java, could get permanently flagged as having unsynced file changes, blocking normal recovery. That's now fixed.
World uploadsFixes: 1
- Uploading a single ZIP by selecting the folder it lives in no longer triggers an incorrect re-packing step or a false 'too large' error. Oversized folder picks now clearly name the archive they contain.







