Technical Design

Servers & Hosting

Both official-dedicated and player-hosted servers — CONFIRMED. Players can join servers run by the developer and can also rent/run their own dedicated servers (Rust-like).

Status: draftOwner: UnassignedUpdated: 2026-08-27

Production context

Canonical sourceGDD/04-Multiplayer/02-Servers-and-Hosting.md
Decision markers1 confirmed · 3 recommendations · 4 TBD
Browser document roleRead-only production view; edit the GDD source or this generated system through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

Document contract coverage

Use these required Technical Design areas during review. The imported GDD below is canonical; items not stated explicitly remain unresolved.

  • ReviewProblem & Scope
  • ReviewCurrent vs Proposed
  • ReviewArchitecture
  • ReviewData Model
  • ReviewInterfaces & Events
  • ReviewReplication / Persistence
  • ReviewPerformance & Failure Handling
  • ReviewImplementation Plan
  • ReviewVerification Strategy
  • ReviewTechnical Decisions / TBDs

Canonical GDD content

Both official-dedicated and player-hosted servers[CONFIRMED]. Players can join servers run by the developer and can also rent/run their own dedicated servers (Rust-like).

Hosting models

Official dedicated (developer-run)

  • Developer operates a fleet of dedicated servers.
  • Controlled quality, monitoring, anti-cheat, and live-ops.
  • This is the curated/"trusted" experience.
  • [RISK] ongoing hosting cost + ops burden; this is a real operating expense for an indie. Plan capacity and cost before launch.

Player-hosted dedicated

  • Players run the Linux/Windows dedicated server binary themselves (rented box or home server), Rust/DayZ-style.
  • Grows the community and offloads hosting cost; enables custom rules/mods.
  • Requires: a shippable, documented server build; configuration files; an admin/RCON toolset. This is a Phase-3 deliverable (tooling/docs), though the dedicated build itself must work from Phase 1 for development.

Server configuration — [RECOMMENDATION]

Expose via config (.ini/JSON) so server operators can tune without code (see ../05-Technical/05-Project-Setup-Steps.md): - Max players, server name/description, map/region selection. - Rates: gather multipliers, craft speed, decay timers, loot respawn. - Rules: PvP on/off zones [TBD], raid windows [TBD], offline-raid protection [TBD]. - Wipe schedule (see below).

Persistence per server

Wipes — [RECOMMENDATION]

Persistent survival servers typically need periodic wipes (reset of bases/progress) to keep servers fresh and competitive and to bound save-data growth. Cadence (e.g., weekly/monthly), and what wipes (map vs. blueprints vs. nothing) is [TBD]. Decide before live, as it affects how "permanent" boss buffs and progression feel.

Administration

  • Admin/moderation tools: kick/ban, teleport, spawn, inspect — [RECOMMENDATION], needed for live and for player-hosted operators.
  • Logging/telemetry for cheat detection and balancing.

Build targets