- 200% CPU Power
- 10 GB NVMe
- 0 backup slots
- 13 of our 26 games
- console, files and SFTP
Survive your first winter as a team: caves, mods and world settings all under your control.
In every plan
Don't Starve Together and 25 other games in one plan
You pay for the server, not for the game. Switch to another title in the panel whenever you want, at no extra cost.
Server commands and logs in your browser, with no extra software.
A file manager in the panel and SFTP access to the whole server.
Take a backup and restore it from the panel in a few clicks.
Switch your server to any of our 26 games whenever you want, at no extra cost.
Germany, Poland, the UK and France. You pick the one closest to your players when you order.
Add RAM, CPU or disk in the panel without moving a single file.
Guides in the knowledge base:First steps in the panelBackupsStartup parametersConnecting over SFTP
The things people ask us before buying. If something is missing, write to us on Discord.
Our plans start at 2 GB (€3.99/mo), which is a reasonable home for a small group on a surface-only world. Two things push the requirement up: running a caves shard alongside the overworld, since that is effectively a second world process, and a heavy mod list. A long-running world that has been built up over many seasons also gets steadily larger, so give yourself room if you plan to keep one going.
Yes. A full cluster runs the overworld and the caves as linked shards so players can move between them through sinkholes. It does mean two world processes rather than one, so it uses noticeably more memory than a surface-only setup. If you are unsure, start surface-only and add caves once you know the world is one you want to keep.
Yes. Mods are listed by their Workshop ID in the server's mod setup and configuration files, which you edit through the file manager or FTP, and the server fetches them on start. Any mod settings that are normally toggled in-game are set in the same configuration file. Take a manual backup before adding a large mod to a world you care about, since some mods change world generation or entities.
Mods the server requires are normally flagged to clients when they connect, so players are prompted to get them rather than having to hunt them down. Client-side mods, the interface and quality-of-life sort, are each player's own choice and do not have to match. If someone has trouble joining after a mod change, the usual culprit is a stale copy of the mod on their end.
You add your Klei user ID to the server's admin list file, which you edit in the panel's file manager, and the same approach covers whitelist and ban lists. Once you are an admin you get the in-game admin commands, and the panel also gives you a live console for issuing commands and reading the log directly. Restart after editing the lists so the server picks them up.
Yes. You can set a cluster password so only people you give it to can join, and there are settings that control whether the server appears in the public browser at all. A whitelist is the stricter option if you want an invite-only world. However you set it up, the server keeps running around the clock, so the world carries on whether or not you are online.
You choose your location when ordering: Falkenstein (Germany), Warsaw (Poland), London (UK) or Gravelines (France). Pick the one closest to you - the shorter the distance, the lower your ping.
Yes, and it costs nothing extra. Game Swaps are included in every plan: turn the same server into another supported game in one click, and each game keeps its own saved preset so nothing is lost when you swap back. Heavier games need more memory, so which titles you can run depends on the plan you pick - hover the info icon next to Game Swaps on any plan above to see how many that plan can run.