New featureCounter-Strike 2 servers now support mods and Workshop maps
Counter-Strike 2 now supports plugins and Workshop maps, alongside new mod support for Enshrouded, Satisfactory, Core Keeper and more, plus fixes for Rust auto-wipe, Palworld saves, and faster large world imports.
Counter-Strike 2 now supports mods
Counter-Strike 2 servers can now install plugins and Workshop maps, with the game properly reading your server's own settings and config files.
Better than before
Friends on a shared server now see how to start their own
If you're playing on a friend's shared server and don't have one of your own, you'll now see a simple card pointing you to start your own server for that game.
Clearer messages when uploaded files are skipped
When unzipping files skips something, like a config file that holds a password, you'll now see a plain-language reason and a pointer to the right dashboard setting instead of a cryptic code.
Public server pages now link to starting your own server
Waking or joining a friend's server from its public page now shows a quick link to start your own server for that game.
Icarus world uploads show what they'll add
When uploading an Icarus save, the upload screen now tells you whether you're adding a player's prospect alongside existing ones or uploading a full dedicated server save.
Satisfactory world uploads now load automatically on restart
Uploaded Satisfactory saves now land in the right save folder and automatically become the session your server loads at the next start, instead of needing extra steps.
Factorio now has a real, working mod catalog
Factorio mods are mirrored, signed, and matched to the right game version, including their required dependencies and Space Age support. Updates respect each server's Space Age setting so a server never gets bumped onto a release it can't run.
10 more improvements
- Enshrouded now supports mods: Upload Enshrouded mod loader (EML) mods through Files or SFTP and Haptic will run the loader for you before every start.
- Satisfactory now supports mods: You can add Satisfactory mods from the catalog, including any libraries they need, and keep them updated automatically.
- Don't Starve Together now supports Steam Workshop mods: Add mods straight from the Steam Workshop, with required mods attached automatically and updates kept in sync. You can also upload your own mods through Files or SFTP.
- Core Keeper now supports Steam Workshop mods: Add mods from the Steam Workshop or upload your own into the mods folder through Files or SFTP.
- 7 Days to Die now supports uploading your own mods: You can upload your own 7 Days to Die mods directly into the Mods folder through Files, and the server picks them up correctly on restart.
- FiveM Mods card now installs resources for you: Add free resources to your FiveM server right from the Mods card. Your own edits to an installed resource are kept even if you remove it later, and removing the same resource more than once no longer overwrites earlier backups.
- Icarus now supports mods: You can drop your own mods into Icarus's mod folder, and catalog mods from Project Daedalus install the same way. Mod files no longer get silently overwritten by catalog installs with the same name.
- RedM Mods card now installs resources for you: Add resources to your RedM server right from the Mods card. Removing a catalog resource now keeps any edits or files you added instead of deleting them.
- Conan Exiles now supports your own .pak mods: Drop your own .pak mod files into your Conan Exiles mods folder and they'll load on every restart, even if the folder has files the game can't read.
- Large world imports finish faster: Importing very large worlds (hundreds of thousands of files) used to take hours due to redundant copying steps. Imports are now streamlined to write your world once, cutting import time significantly.
27 bugs squashed
Conan ExilesFixes: 1
- Changes to the admin password, join password, nudity, PvP mode and difficulty now reliably reach your Conan Exiles server, even after it's been running a while. Changing the admin password now actually takes admin access away from the old one.
Core KeeperFixes: 3
- Uploaded Core Keeper worlds were being ignored because the server never recognized the file names. Uploads now load correctly as your server's world.
- Changing World Mode was wiping your world even when it didn't need to. Now your world only resets when switching to or from Creative mode, matching how the game itself behaves.
- If you'd already copied a Workshop mod into your Mods folder yourself and then added it from the Mods card, your copy could get deleted and replaced. Your hand-placed mods are now left alone.
FactorioFixes: 3
- Turning on List Publicly for a Factorio server now automatically enables and locks Require Factorio Account, since Factorio itself requires it for public games.
- Turning on List Publicly after your server's first boot used to fail with a missing token error and never actually list your server. It now works reliably whenever you enable it.
- If Haptic restarted while a mod was copying in, the leftover partial file could get mistaken for your own and permanently saved. That's fixed now.
IcarusFixes: 1
- Uploading a single player's Icarus prospect used to be treated as a full world swap, clearing out the server's other player data and saves. Now Haptic recognizes personal prospect uploads and adds them alongside the server's existing data instead of replacing it.
MinecraftFixes: 1
- A modpack update that genuinely needs a mod like Framework no longer gets it wrongly marked for removal, so updates that were stuck failing can now pass again.
Minecraft BedrockFixes: 1
- Bedrock servers set to the latest version now restart onto the newest release as soon as the server is empty, instead of waiting for the next manual start. No more players stuck on an outdated build.
PalworldFixes: 2
- Switching between servers in the dashboard could cause a Palworld setting change to accidentally apply to the wrong server. Saves now always apply to the server you're actually editing.
- Uploading co-op world settings could silently turn on Palworld's guild auto-reset, which deletes a guild and its bases after 72 hours with nobody online. Co-op setting reviews no longer carry that setting onto your server.
Project ZomboidFixes: 2
- Adding a player to your Project Zomboid admin list could accidentally reuse the previous player's in-game username and password. Each new addition now starts fresh.
- Mods that simply aren't compatible with your running Project Zomboid build now show a clear explanation instead of being restarted over and over and quietly delisted. Workshop items without a "Mod ID:" line now import correctly too.
RustFixes: 3
- Rust doesn't support a join password, so the dashboard no longer shows a Server Password field that gave a false sense of privacy.
- Dead players' backpacks and corpses on Rust servers now last as long as your Corpse Duration and Item Despawn settings say, matching standard Rust behavior.
- A timing issue could leave a Rust server stopped and unwiped after a scheduled wipe, with no automatic retry until much later. Auto-wipe now properly restarts your server after wiping it, and a bad timezone setting on one server no longer blocks wipes for everyone else.
SatisfactoryFixes: 3
- If a Satisfactory server was stopped before anyone created a save, stopping or restarting it used to hang for up to a minute waiting on a save that could never happen. Restarts and backups now skip that wait and finish promptly.
- Uploaded Satisfactory saves were being placed where the dedicated server couldn't find or load them. Uploads now land in the right save folder alongside your server's existing saves so they actually appear and load.
- Dropping in a new .smod mod could previously wipe out a mod folder you already had with edits included. Your existing mod folders and uploaded archives are now kept safe.
TerrariaFixes: 1
- Mods with flexible version requirements, like tModLoader builds marked "*", no longer get wrongly flagged as missing a dependency, so valid mod requests can now be approved.
ValheimFixes: 1
- Approved mod requests on a Valheim server with Crossplay on now skip the install and explain how to turn Crossplay off first, instead of installing the mod and breaking every restart after.
BackupsFixes: 1
- Backups created when a Wake & Play server goes to sleep now finish reliably even if Haptic's systems restart in the middle of copying them, so your restore points stay intact.
ModsFixes: 1
- Servers with big mod folders could fail to finish saving their mods when stopping, leaving things in a broken state. Uploads now resume where they left off instead of starting over and failing.
OnboardingFixes: 1
- New customers could see the setup screen wait out its full countdown and skip ahead even when their server was already ready. It now checks readiness promptly so you move on as soon as your server is set up.
Public server pagesFixes: 1
- Visitors outside Europe no longer see the EU cookie consent banner on public server pages. Everyone now gets the banner that actually matches where they are.
Support chatFixes: 1
- Some support chat messages were delayed for about two minutes by an incorrect captcha timeout, even though the captcha could still be completed. Messages now go through without that extra wait.














