Pre-launch.NetCraftGames is not accepting customers yet. Launch happens only after its public checks pass.See launch statusJoin the waitlist

24-hour promise

The 24-hour promise, with the conditions stated plainly

After launch, NetCraftGames aims to have a submission online and server ready within 24 hours of receiving it, or to email you the exact problem and fix. It is a processing target, not a guarantee, and the clock pauses only while the next move is yours. Draft wording until the Terms are published.

By Charging Bull SoftwareLast updated:

The promise in one sentence

"Submit your multiplayer game and in 24 hours have it online and server ready." That is the NetCraftGames sub-line. This page says what it commits us to, and the answer is deliberately careful: the 24 hours is a target for our processing time, counted from your submission. It is paused while we wait for you to fix something only you can fix, and it keeps running if the problem is on our side. It is not a guarantee, and it depends on the launch checks being passed.

What happens inside the 24 hours

A submission moves through five stages, and the owner can see which one it is in: Received, Reading your code, Connection config ready, Deploying and checking, and Online and server ready. Two more states exist for problems: Waiting for your fix (the clock is paused) and Closed. The operator is alerted when a submission nears its deadline, passes it or looks stuck.

When the clock starts

The clock starts at the moment of submission and never restarts. Time spent paused is added back to the deadline exactly, so you lose nothing and we gain nothing.

When the clock pauses

The clock pauses only when every blocking problem is the owner's to fix. These intake and verification failures are classed as the owner's:

Problem foundWhat it means in plain words
Archive invalid or unsafeThe upload is not a clean .tar.gz: unsafe paths, links or special permission bits
Manifest invalidThe deployment manifest is malformed or names something unsupported
No Linux x64 serverNo Linux x86-64 server program was found in the upload
Port not listeningThe server did not open the port the manifest declares
Health check failedThe server answered, but not with the declared health response
Join check failedThe game-level join probe did not get the expected reply
Hash mismatchThe uploaded file does not match its declared digest
Server crashed at startupThe process exited while starting
Wrong transport or engineThe declared engine or transport does not match your code
Credentials in the uploadA secret was found inside the archive
Build too largeThe upload exceeds the size we accept

When you fix the problem and send a new release, the clock resumes from where it paused, and the dashboard is designed to show the exact time remaining. A failed submission can only be reopened by the operator, and submissions abandoned for a long time are closed.

When the clock does not pause

Problems on our side do not pause the clock. Timeouts and install failures whose cause is not yet known are treated as undetermined: they do not pause it either, and we escalate them to a human operator.

What the promise is not

  • Not a certification. A running server does not prove your game is bug-free, fair or secure. No engine is certified by NetCraftGames until real test evidence is published.
  • Not a guarantee. It is a processing target.
  • Not a guarantee that any build works. If your networking is incomplete, the join check fails and you get a fix list instead of a running server.
  • Not a capacity guarantee beyond your plan. Hours, transfer and connection ceilings come from your plan.
  • Not an uptime promise. The 24 hours are about getting online. No uptime percentage is promised or published.

What is still undecided

  • The remedy for a missed window is not defined yet. It will be published in the Terms before launch.
  • Support hours and response targets are an open launch gate.

What you can do to hit the window

  1. Build and test a Linux x64 dedicated server locally before submitting. The guides for Unity, Godot and Unreal cover the common mistakes.
  2. Make the server listen on 0.0.0.0 on the port you declare.
  3. Add a health reply and a join probe so we can prove players can actually join.
  4. Keep secrets out of the archive and read them from the environment.
  5. Check the connection config checklist.

Frequently asked questions

When does the 24 hour clock start?

At the moment you submit, and it never restarts. Time spent paused while you fix something is added back to the deadline exactly. It is a target for NetCraftGames processing time, not a guarantee. This is draft wording until the Terms are published, and NetCraftGames has not launched yet.

Does the clock stop if my build has a problem?

It pauses only when every blocking problem is yours to fix, such as an invalid archive, a wrong port or a failed join check. You receive an email with the problem and a concrete fix, and the clock resumes when your new release arrives. Problems on our side never pause it.