New featureRate your game server and see what others think
New: leave star ratings and reviews for your server, visible right on each game's hosting page. This update also ships major reliability fixes across Palworld, mods, backups, and the live console.
After you've hosted a game for a week, we'll ask you to leave a quick star rating and review from your dashboard. Reviews for each game now show up right on that game's hosting page.
Better than before
Character claim undo now survives a second claim
If someone else's claim replaces yours, your 7-day undo option and backup label now stick around instead of disappearing.
Clearer, more honest mod check messages
We stopped showing raw technical diagnostics and unsupported crash predictions in your mod checks. Re-tests now also run against the version your server actually uses, so fewer working mods get flagged by mistake.
Coming back from a pause now brings your server with you
If you paused your subscription and your server was put to sleep, resubscribing now brings that server back automatically instead of leaving you on an empty dashboard.
Palworld's mod folder is now protected the right way in the file manager
The file manager now understands where hand-placed .pak mods live and won't treat that folder like a normal protected system path.
Palworld now supports hand-placed .pak mods
You can now drop .pak mods into your Palworld server's mods folder and have them stick around after restarts, without touching protected game files.
Windrose hand-placed pak mods now survive server moves
Manually uploaded pak mods on Windrose servers now stick around through server moves and restores, instead of getting lost.
12 more improvements
- Move files and folders in the Files tab: You can now move a file or folder to a different location right from the Files browser, instead of downloading and re-uploading it.
- DayZ now loads hand-placed @mod folders: Manually uploaded @mod folders on DayZ servers used to upload and back up fine but never actually load in the game. They now load alongside your catalog mods.
- Satisfactory mod config files now show up in Files right away: If you installed a mod for your Satisfactory server, its config folder used to stay invisible until the server fully booted with it loaded, making it look broken. That folder now appears in Files and SFTP as soon as it's created, no boot required.
- Whitelist Bedrock friends on crossplay Minecraft servers from the dashboard: If your whitelisted Java server has crossplay on, Bedrock friends used to bounce with no way to fix it from the dashboard. You can now add them to the whitelist right from the dashboard instead of typing console commands.
- Cancelled customers can still download their kept backups: If you've cancelled but still have backups on file, you can now download them from your account instead of losing access.
- New "Where are my save files?" panel when uploading a world: When uploading your existing save to a new server, you can now find copyable, game-specific paths showing exactly where your game stores its save files on your PC.
- More reliable console reconnects with clearer error messages: If your console connection drops, it now reconnects more reliably with a visible Reconnect option and clearer, more consistent error messages.
- Easier-to-read console output: Console text now uses a clearer light-mode color palette and wraps long lines properly, making logs easier to read without lag.
- Console adds find-in-log, timestamps, and downloads: You can now search within your console output, toggle timestamps, download the log, and load older lines, with better accessibility throughout.
- Console commands now autocomplete: Typing commands in the server console is faster now thanks to autocomplete suggestions.
- New crash-forensics view and command history in console: The console now includes a crash-forensics view to help you see what happened before a crash, plus an audit trail of commands that were run.
- Support chat now shows who's really talking: In our Discord support forum, your messages and our team's replies now show under real names and avatars instead of one generic bot, so it's clear who's saying what.
78 bugs squashed
Conan ExilesFixes: 1
- Hand edits to Conan Exiles' Game.ini used to get overwritten every time the server booted. Your changes now stick.
CS2Fixes: 1
- CS2 servers now correctly use the max players value you set on the dashboard, instead of ignoring it and falling back to the game mode's default.
FactorioFixes: 1
- Factorio servers using the "Anyone" or "Disabled" console command options could fail to start entirely. This is now fixed so those settings work as expected.
FiveMFixes: 2
- Servers running newer FXServer builds could get stuck in "Starting" indefinitely even though they were actually ready. This is now fixed, and Wake & Play and startup alerts recognize a fully-started server again.
- The direct database connection for FiveM and RedM servers could get rejected instead of connecting. That path is now open, so tools that need direct database access work as expected.
HytaleFixes: 1
- Hytale servers now get clear startup messages naming the exact mod pack and asset causing a boot failure, instead of a generic error. Mixed Lua and .pak mod setups and certain mod file layouts are also handled correctly.
MinecraftFixes: 9
- Turning on Hardcore mode, flipping certain checkboxes, or using some quick settings could silently fail to save on some servers. These now apply and save correctly, and Hardcore properly resets your world when enabled.
- Modpacks that included client-only mods could crash your dedicated server at startup. We now detect and skip those mods automatically so your server boots normally.
- Some Forge servers were having a required startup file deleted right before launch, causing every boot to fail. That file is now kept in place and automatically restored if it's ever missing.
- Client-only mod cleanup could permanently delete a jar file you'd built or uploaded yourself if it looked like a client-only mod. Those files are now moved aside instead of deleted, so you never lose them for good.
- Picking an older Minecraft version than your world was last played on could crash-loop your server with a confusing error. Older versions are now locked out with a clear explanation, and we added a one-click recovery path if this happens to you.
- Servers set to the 'latest' Minecraft version could get their crossplay (Geyser) toggle locked with an incorrect compatibility warning. That check now skips 'latest' versions properly, so the toggle works as expected.
- A cleanup process was mistakenly deleting the crossplay bridge file some Minecraft servers need to boot, causing repeated startup failures. That file is now protected so crossplay servers start reliably.
- When two mods in your modpack conflict, Minecraft servers now tell you exactly which mods are incompatible instead of a generic 'failed to start' message.
- A bug in how we track mod versions could make a working mod build disappear for a specific Minecraft version, or make a mod permanently un-installable after it was superseded by a newer release. Both issues are fixed, so previously working mod versions install correctly again.
Minecraft BedrockFixes: 1
- Minecraft Bedrock servers were only backing up the world you're currently playing, and switching worlds could delete the backup of the one you left behind. Every world on your server is now backed up and kept.
PalworldFixes: 13
- Palworld servers now shut down using the game's proper stop sequence instead of a hard signal, so players no longer get stuck unable to reconnect for a few minutes after a stop or restart.
- Mods whose only function is a keybind can't work on a dedicated server. We now catch these at import instead of letting them install and silently fail.
- Some server-side Workshop mods that simply didn't declare themselves as server mods were being refused during import. That check is fixed, so these mods now install correctly.
- Palworld and DayZ Workshop mod downloads now surface the real error when something goes wrong, instead of failing silently with no explanation.
- When a stranded player's rightful character rejoined, the claim could remain stuck showing as unresolved. These now clear properly once the match happens.
- On Hardcore servers, dying used to leave behind a ghost character file that blocked that player from ever logging back in, even after deleting it. Haptic now cleans up the leftover file, restores wrongly-deleted living characters, and clears out abandoned solo guilds automatically.
- Moving a Palworld world through the Files tab could re-attach the wrong character to a player. Character matching now checks against your Steam id, and you'll get clearer guidance when migrating a world this way.
- The Connect via SFTP modal pointed Palworld pak mod uploads at the wrong folder, leaving mods that seemed to vanish. It now points to the correct writable mods folder.
- Palworld, Hytale, CS2 and Windrose servers could wipe out your manually uploaded mods every time the server booted. Hand-placed mods now survive restarts.
- Some Palworld servers showed a max-bases setting that didn't match what the game actually allowed. Turns out the platform was saving your setting correctly, it's Palworld's own base-unlock rules limiting things, and we made that clearer in the dashboard.
- Changing your server's region no longer gets blocked partway through. If you ran into a 'failed to change region' error before, this is fixed.
- After a crash parked a server, every backup restore or world reset you tried was being instantly rejected instead of actually running, sometimes for 20+ minutes. Restarting your server the normal way now properly resets that protection so your fixes can take effect.
- Some Palworld saves converted from Xbox/Game Pass could crash the server on its first boot after upload. These saves now import correctly and start without crashing.
Project ZomboidFixes: 8
- Granting an access level to a user on Build 42 servers now correctly shows as successful and updates their role, instead of being wrongly flagged as unverified.
- Build 42 servers were sometimes put to sleep even while people were actively playing, due to a reporting quirk. Player counts are now read more reliably so this no longer happens.
- Some settings like Allow Sleep, custom maps, and the join password could get saved in the dashboard but never actually write to your server after the first boot. These now stay in sync with your server files across 13 games.
- Some Build 42 mods quietly failed to load because a required dependency mod wasn't installed alongside them, even though the dashboard said everything was installed fine. Haptic now auto-installs required dependencies and tells you plainly when a mod can't load instead of showing a false success.
- Some Build 42 mods were incorrectly flagged as requiring an option only used on Build 41, even though the current mod files didn't need it. Those mods now load correctly.
- Manually uploaded mods for Project Zomboid and Terraria could vanish after your server moved to new hardware, and interrupted file transfers could corrupt files instead of failing safely. Both are now fixed.
- Some Project Zomboid and Palworld servers were staying awake for hours with zero players due to leftover player entries the game itself had already dropped. Idle detection now clears those out so servers sleep on schedule.
- In-game Sandbox Options changes you saved from the server admin menu were being overwritten by an older configuration every time the server rebooted or woke up. Your saved sandbox settings now stick across restarts.
RustFixes: 3
- Rust servers using uMod plugins were getting blocked by a rate limit error on every single request. We fixed the way we talk to uMod's API so plugin installs go through reliably now.
- Oxide plugins on Rust servers were installing successfully but never actually running, so their config and data files never appeared. Oxide now loads correctly, and its config and data folders show up in Files as soon as it's on.
- A follow-up issue from a recent Oxide fix caused Rust servers to crash within seconds of starting. Rust servers with Oxide plugins now start up correctly again.
TerrariaFixes: 2
- Some tModLoader servers were failing to boot due to a missing runtime component. This has been fixed and affected servers should start normally now.
- Setting NPC streaming to off in Terraria was being ignored and the server kept the default value instead. Turning it off now actually disables it.
ValheimFixes: 1
- We now tell you that Valheim's admin console needs -console added to your launch options before F5 will do anything, and moved the tip into a tidy tooltip on your server card so it doesn't crowd the layout.
BackupsFixes: 6
- Recent updates to Palworld and Project Zomboid changed how many files a normal backup contains, which tripped our safety checks and held back good backups. We updated the checks so complete backups are no longer quarantined by mistake.
- On big worlds like Project Zomboid, the automatic safety backup taken before removing mods could time out and show an error even though it was still running. It now starts in the background so large backups finish without a false failure message.
- Servers with very large backups, like big Project Zomboid worlds, could time out and show an empty backup list. Backup listings now finish loading reliably instead of failing and forcing you to start over.
- The Data Recovery page in your account now displays accurate dates for your backups instead of placeholder or incorrect values.
- Zip downloads and copies of your backups could occasionally include a leftover internal marker file from an interrupted backup. Those are now filtered out completely.
- Downloading individual files from a backup was being blocked. It now works correctly again.
BillingFixes: 2
- We closed a gap where an out-of-order billing update could incorrectly treat an active, paid server as cancelled. Your service now stays active as expected.
- Introductory credits carried over from a previous billing period now apply only to the actual difference owed, instead of being miscounted.
Character claimingFixes: 1
- Some returning players who got stranded without their character never saw the prompt to reclaim it and had to reach out for help. The reunite prompt now reliably reappears for them.
ConsoleFixes: 2
- The live console no longer freezes when its buffer fills up, stays responsive during shutdowns, keeps whatever you were typing, and no longer zooms in oddly on iOS. Long or bursty log output also no longer drops lines or causes duplicate streams.
- If your server couldn't actually run a command you sent, the console used to look like it worked anyway. Now you'll see a clear notice when a command wasn't accepted.
DashboardFixes: 7
- Server cards no longer show a connection address that can't actually be reached, and every server now keeps a complete, working address at all times.
- Fixed an issue where certain game pages could briefly unmount and shift the footer around while loading.
- If a server action ran into a hiccup, the dashboard used to just go blank. Now you'll see a clear message instead, no matter what.
- The dashboard's live console could freeze mid-session and stay frozen until your server restarted, even though the server itself was fine. It now reconnects automatically so you keep seeing live output.
- When your server won't start due to repeated crashes, the message you see now gives one clear set of next steps (retry, remove recent mods, then restore) instead of a confusing double suggestion.
- Scheduled restarts and automatic recovery used to relaunch your server with old settings, ignoring version or config changes you made while it was running. They now rebuild the startup request fresh, so your latest changes actually apply.
- When you maximized a card on your dashboard, the page underneath could scroll along with it. That's fixed.
File managerFixes: 2
- Brief windows where the Files tab, wake actions, or SFTP access failed during platform updates have been fixed by having the file service shut down more promptly and start up faster.
- The file manager could fail to connect for servers whose files lived on a different machine than expected. This is now fixed so file access works reliably no matter where your server is placed.
File ManagerFixes: 2
- Brief behind-the-scenes maintenance used to show an error toast in your Files tab. We now wait a bit longer before showing an error, so routine maintenance no longer interrupts you.
- Rotating or setting your SFTP password now reliably reports success or failure instead of silently doing nothing.
FilesFixes: 1
- Uploading very large folders (thousands of files) could hit an internal speed limit and leave the last chunk stuck needing a manual retry. Big uploads now back off automatically and finish on their own.
Identity ClaimFixes: 1
- When a player gets stuck waiting to reclaim their character, the banner now shows the character's name instead of leaving it anonymous.
ModsFixes: 2
- Mod request failures in your Mods tab no longer show confusing internal error text. You'll see a clear, readable reason instead.
- Some mods showed the wrong version number on your dashboard because we were reading the game's version tag instead of the mod's own. We now read the mod's real version so it matches what's on the mod's page.
Server controlsFixes: 1
- In rare cases, an action like stopping your server could silently get overwritten and turn back into whatever action it was replacing, such as a restart. Server actions now always reflect your latest request.
Server managementFixes: 1
- Moving a server to a new region no longer conflicts with a backup or world reset that's already running. Haptic now waits for those to finish before starting the move.
Server placementFixes: 1
- Some servers with a preferred region kept landing back on an overloaded machine every time they restarted, causing repeated lag spikes. Restarts now correctly move these servers to less congested machines when needed.
Server ReliabilityFixes: 1
- Certain servers could hit a hidden session limit and crash if left empty for two days straight. They now restart proactively before that happens.
Server uptimeFixes: 1
- If your always-on server crashed mid-session, it could sit down for over half an hour before automatically coming back. It now gets recreated right away instead of waiting on a slower cleanup cycle.
SFTPFixes: 3
- Some SFTP connections were being rejected outright when your server and file connection landed on different machines, breaking file access entirely. This is now fixed.
- SFTP sessions were being cut off around 30 seconds even while you were actively browsing files, and login errors didn't tell you what username format to use. Browsing sessions now stay connected, and typos no longer get you banned.
- The Connect via SFTP guidance for a number of games listed folders and warnings that no longer matched how your server actually works, sending people looking for files that didn't exist. The instructions now match reality, including for offline servers.
Wake & PlayFixes: 1
- Wake & Play servers could hibernate a player right out from under them if they joined while the pre-sleep backup was running. Servers now re-check for active players after the backup finishes and cancel hibernation if someone's there.














