New gameAstroneer and HumanitZ servers are now available to rent
Astroneer and HumanitZ servers are now available to rent, alongside Enshrouded 1.0 fixes, crossplay stability fixes, and dashboard improvements.
HumanitZ is now available to rent
HumanitZ servers are live with Wake & Play and Always On plans, starting at 3 GB with a 2 GB boost option. Mods are supported through file uploads.
Astroneer is now available to rent
You can now spin up your own Astroneer server with Wake & Play or Always On plans, starting at a 3 GB tier with a 1 GB boost option.
Better than before
Mods broken by a game update are held back and backed up, not left to crash
When a game update breaks a mod, we now leave it out of your server's boot instead of crash-looping, and we back up your world before doing so. Browse also hides mod versions we know are broken on the current game build until they're fixed.
Mods broken by a game update stay visible, just not installable
If every version of a mod is broken by the latest game update, it still shows up in Browse marked "Broken by the latest game update" instead of vanishing. It'll quietly come back to full working order once a fixed version passes testing.
Dashboard now flags settings waiting on a restart
Changed a setting after your server was already running? Your dashboard and support chat now clearly show which saved changes still need a restart to take effect.
File manager changes show up instantly, safely
Creating, renaming, moving and deleting files and folders now update the list right away, with changes quietly saved in the background and automatically restored if something goes wrong. Changes to your world data wait for confirmation before showing as done, so you're never shown a change that didn't actually happen.
Console commands run instantly, no more waiting on the box
Typing a command in the console now echoes it right away and clears the input immediately, instead of waiting on a round trip. The console also loads a bit faster when you open it.
Dragonwilds now suggests the right Player ID for you
If your saved Player ID looks like a typo, a partial copy, or an in-game name instead of a code, Haptic now shows a hint explaining why and offers a 'Use it' button to fill in the likely correct ID. You still have to hit Save changes to apply it.
21 more improvements
- Patch notes got a fresh look: Our changelog has a new brutalist design with clearer filters, a game dropdown, a Load more option for older posts, and a matching What's new popover.
- Promo codes now show up right on the price card: If you arrive using a promo link, you'll see your code displayed in a small chip next to the sale badge on the sign-up price card, so you know it's applied.
- New Enshrouded settings: Flame Level and Automatic Enemy Density: Enshrouded 1.0 servers gain a Flame Level (fog removal) slider and an Automatic option for Enemy Density that scales with nearby players, matching the game's own limits.
- See Enshrouded join details and role passwords at a glance: A new join details panel and a Copy join details button show your server address and Friend/Guest passwords (never Admin), plus which password gets a player which role. You'll also see a clear save confirmation and a warning if your slot settings would lock Guests out entirely.
- Clearer notices when Enshrouded mods are skipped: If a mod gets skipped at boot, or a mod-only build switches to vanilla, your Enshrouded server card now explains what happened in plain language instead of a generic message.
- Project Zomboid password changes apply without a restart: Changing your server's join password now takes effect on a running Project Zomboid server right away, no restart needed.
- Enshrouded now flags mods left on vanilla settings: Boot notices now call out mods that got skipped as well as mods running with vanilla settings, including the reason, so it's easier to tell what's going on with your mod list.
- Project Zomboid anti-cheat settings are now yours to tune: You can now adjust Project Zomboid's ten anti-cheat options (like speed, no-clip, and checksum checks) right from the dashboard, so legitimate players don't get kicked for things like admin teleports.
- Enshrouded's purchase page is tidier: The PC-only availability note now shows once instead of four times, and the price card shows your promo code right alongside the discounted price.
- Better promo codes hide the sitewide sale banner: If you arrive with a promo code worth more than the current sitewide sale, you won't see the sale banner anymore, so there's no confusion about which discount you're getting.
- One consistent "Copied!" popup everywhere you copy: Copying an address, join code, or anything else on the site now shows the same quick "Copied!" confirmation right at your cursor, instead of different styles in different spots.
- Project Zomboid servers now restart for mod updates automatically: New Project Zomboid servers now restart to apply mod updates as soon as the server is empty, instead of just notifying you. You can still switch this back to notify-only in your server's Overview settings.
- Project Zomboid anti-cheat settings now explain exactly what they check: Each anti-cheat toggle's description now matches what the game actually tests, covering things like PvP safety, hit detection, admin permissions, XP limits, safehouse rules and more.
- There's now a sale running all year long: Sitewide sales now rotate automatically through the year, from New Year and Valentine's discounts to a Black Friday flash sale, each switching over on its own. The sale banner's text is also easier to read on both desktop and phones.
- Tap the sale banner to browse games: Signed-out visitors can now tap the sale banner to jump straight to the games list.
- Dismiss a sale banner until it actually ends: Closing a promotion banner now hides just that sale until it ends, so the next sale still shows up for you.
- A winning promo code now gets its own banner: When your promo code beats the sitewide sale, the banner now tells you exactly what you're getting, like "You're getting 50% off from promo code JAY50," instead of just hiding the sale.
- Emails now link straight to chat instead of asking for a reply: Help links in our emails now open a chat with us right on the site instead of asking you to reply to an unmonitored address. This covers checkout reminders, welcome, setup help, trial and payment emails among others.
- Project Zomboid flags which mod version actually loads when two conflict: When two installed mods share the same mod ID, the Mods card now names both and tells you which one the server is actually loading, so you know what to expect.
- Dismissing the sale banner now only lasts for your visit: Closing the sale banner at the top of the site now hides it until you reload or open a new tab, rather than remembering your choice forever.
- Checkout and free trial buttons now catch your eye: The Checkout and free trial buttons on game pages now have a subtle shine that plays every few seconds, and the login link is now labeled consistently across the site.
46 bugs squashed
DragonwildsFixes: 6
- We now check for new Dragonwilds server builds every 10 minutes instead of every hour, so PS5 and Xbox players are locked out for less time after a game update.
- Changing your Dragonwilds World Name used to quietly start a brand-new, empty world. Renaming now updates your existing world's stored name and keeps all your files.
- If a saved world already has the name you're renaming to, that saved world now loads instead of creating a stray duplicate. You can always get an old renamed world back by giving it its old name again.
- When Dragonwilds crashes mid-game, your server now shows a clear crash message instead of a confusing "failed to start" error.
- Entering a gamer tag, a name, or a mistyped Player ID is now caught right away, with a clear explanation of what's wrong, so you don't lose owner powers in game by accident.
- A recent Dragonwilds update included map data that could crash your server on join. Affected setups are now held back and backed up automatically so they can't cause a crash.
EnshroudedFixes: 6
- Enshrouded's 1.0 update was crashing every server on boot. We've updated the game engine used to run your server so 1.0 starts up and plays normally.
- Mods on Enshrouded 1.0 were silently failing to load after the update, so servers quietly fell back to vanilla. Mods now load correctly again on 1.0.
- The game page, plan picker, order summary and checkout all now consistently note that Enshrouded servers currently support PC (Steam) only, clearing up mixed signals that used to suggest console support.
- Player joins on Enshrouded 1.0 servers are now detected reliably, and a lot of extra noise has been cleaned out of the server console.
- Uploading a save from an Enshrouded 1.0 client no longer gets rejected, and backups from converted servers import cleanly as a single world.
- Your server's public page was showing the wrong port for joining Enshrouded servers. It now matches the port that actually connects, and sleeping servers keep their full address too.
HumanitZFixes: 2
- Sending a console command with multiple lines to a HumanitZ server now gets refused cleanly instead of causing unexpected behavior.
- Server cards for HumanitZ were cropping out half the key art. They now show the full image, just like other games.
MinecraftFixes: 4
- Server addresses could include an underscore, which worked for direct connect but broke Minecraft Java's port-free join record. New addresses are now hostname-safe so SRV lookups work from the start.
- If your server's address included an underscore, typing it without a port number wouldn't connect. Minecraft server addresses like this now resolve correctly on their own.
- A recent Minecraft update briefly stopped Bedrock players from joining crossplay servers. That's fixed now.
- Mods with a minimum memory requirement on Minecraft Java and Project Zomboid now count your plan's free memory boost correctly, so big modpacks like Better MC no longer crash with out-of-memory errors right after install.
PalworldFixes: 1
- Palworld's server card and game page now correctly show Xbox, PlayStation and Mac support, while DayZ, Conan Exiles and Terraria no longer falsely advertise console or phone play they don't have.
Project ZomboidFixes: 3
- Project Zomboid servers that just started or had players briefly leave were sometimes flagged as stuck empty and restarted unnecessarily. That check now looks only at the current run and leaves servers with a player still joining alone.
- If one small part of a multi-mod Workshop item needed something you didn't have, the whole item used to be marked as failed. Now the parts that work load fine, and only the part that needs the missing piece is skipped.
- A bug could stop a mod's update from installing just because another mod using it was still being processed. Mod updates now apply as soon as they're ready.
TerrariaFixes: 1
- Fixed a bug where leftover player names kept showing as connected after they left, which triggered extra backups and kept some servers running longer than they needed to.
Account SharingFixes: 1
- A batch of friend invite emails sent with an older link briefly failed to get people in. Those links now correctly land on the join page instead of a dead end.
BackupsFixes: 1
- A backup that kept its small files but lost most of the big ones could slip through as healthy. We now also flag backups whose size drops far below normal, so you're warned before trying to restore one.
CheckoutFixes: 1
- Closing a checkout window right as it was still loading could leave future checkouts on that page stuck empty until you reloaded. That's fixed.
ConsoleFixes: 1
- Server console logs used to visibly tighten up and re-wrap a moment after opening. The console now waits for its final display mode before drawing anything, so the text looks right from the start.
CrossplayFixes: 3
- A configuration issue could silently turn off crossplay every time an affected server started. That's now fixed, so crossplay stays on as expected.
- If your crossplay server is already starting, restarting, or stopping, trying to start it again now tells you it's busy instead of showing a generic error.
- A crossplay update could slip through before it was fully verified, sometimes turning crossplay off on boot. Crossplay servers now only receive Geyser and Floodgate updates that have been confirmed to work.
DashboardFixes: 10
- Opening a dropdown or confirm dialog in the Overview, Backups or Mods settings cards right after expanding them could cause it to snap shut a second later. These now stay open as expected.
- Game names like "RuneScape: Dragonwilds" and "Don't Starve Together" now show in full on the big game cards instead of being truncated with "..." when you hover.
- Game tiles, logos and nav art now load straight from your browser's cache on return visits instead of re-fetching every time, so the page no longer jumps around as pictures pop in.
- Creating a new server that fails no longer gets stuck blocking a second one you're creating at the same time. A failed settings save now only reverts the specific settings that failed, and starting or restarting a server now waits for an in-progress safety backup to finish first.
- On phones, the Mods and Backups carousels no longer lose track of their state while you're typing elsewhere in settings, and a settings panel you open no longer occasionally shows stale or missing data.
- Game names and badge labels (like version or release tags) now always fit cleanly on smaller game tiles, even on phones.
- Games without their own logo now show Haptic's wordmark instead of a broken image.
- Renaming certain world-identity fields (like V Rising's Save Name) from your phone's Manage Servers panel now shows the same warning as desktop, letting you know it switches your server to a different world before you save.
- The Restart and Power down buttons on your server card are press-and-hold, but their labels didn't say so. They now read "Hold to restart server" and "Hold to turn off your game server" so a quick click doesn't leave you wondering why nothing happened.
- Join text you share or copy (address, Bedrock info, invite codes, role passwords and more) now puts each value on its own line, so friends can paste it straight into their game without errors.
DiscordFixes: 1
- Restarting a crossplay server from Discord now explains clearly when it's briefly busy or mid-restart instead of showing a generic "something went wrong" error. If a restart leaves the server offline, Discord now tells you to wait and restart again, or wake it if it doesn't come back.
ModsFixes: 3
- Searching for mods in the request-a-mod window no longer holds up other actions like saving settings or starting your server while results load.
- Mod search now cross-checks with Modrinth to catch mods that only work on the client, so you're less likely to add a mod to your server that won't actually run there.
- Workshop mods that got stuck unlisted after a stalled check are now automatically retried and listed once they pass, so add-ons that depend on them can be installed again.
Server creationFixes: 1
- Servers purchased through checkout now get fully set up the same way servers added manually are, so their settings sync and apply properly from the start.
Support chatFixes: 1
- When our team starts a chat with you, support chat no longer shows a generic greeting on top of the message they actually sent.









