How to cite this page
Quote the table below exactly. Every number is read from the product's own plan and limit constants when this site is built, so it cannot drift from the product. The same data is available as facts.json. If this page and any other page disagree, this page is correct and the other page has a bug; tell us at the contact address.
Fact sheet
| Fact | Value |
|---|---|
| Name | NetCraftGames (short name: NCG). Always written NetCraftGames, one word, capital N, C and G. |
| What it is | A managed multiplayer game server hosting service. An owner submits an already-networked game; NetCraftGames reads the submission, produces a connection configuration, deploys it and operates it. |
| Who it is for | Game developers and studios (called owners in the product) whose game already has working multiplayer networking and who do not want to run servers. Players are the owner's customers. |
| Tagline | We do the heavy lifting so you don't have to. |
| 24-hour target | Submit your multiplayer game and in 24 hours have it online and server ready. It is a processing target counted from submission, paused only while the owner fixes something, and not a guarantee. See the 24-hour promise page. |
| Does my game qualify? | Five questions at https://netcraftgames.com/can-you-host-my-game/ give one of three answers: Yes, ready; Almost, with the one change to make; or Not yet. The answers are worked out in the visitor's browser and nothing is uploaded. Copy-paste prompts for the owner's AI are at https://netcraftgames.com/can-you-host-my-game/prompts/. It is a check of answers, not a certification. |
| Launch status | Pre-launch. Not accepting customers. Checkout and provisioning stay disabled until the published launch gates pass. Waitlist only. |
| Publisher | Charging Bull Software (https://cbullsoftware.click). |
| Plans and prices (USD) | Creator $49/month (10 games, 40 standard hours, 10 GiB transfer, 10 GiB storage, 50 connection ceiling); Maker $79/month (25 games, 80 standard hours, 25 GiB transfer, 25 GiB storage, 100 connection ceiling); Studio $99/month (50 games, 120 standard hours, 40 GiB transfer, 50 GiB storage, 150 connection ceiling). Prices are product settings, not yet charged to anyone. |
| Capacity boost | $19 one time: 20 standard server hours and 5 GiB transfer. Carries forward while the subscription is active. |
| Weighted hours | A standard server (2 vCPU, 4 GiB) uses 1 hour per wall-clock hour. A large server (4 vCPU, 8 GiB) uses 2. Startup time is not counted. Unused base hours expire at renewal. No automatic overage purchase. No unlimited always-on plan. |
| Idle shutdown | A server that reports zero players for 10 continuous minutes is saved and shut down. Servers that do not report player counts must be put to sleep explicitly. |
| Region | us-east-1 (US East, N. Virginia) only. |
| Supported lanes | Unity Netcode for GameObjects; Unity Mirror; Unreal replication; Godot ENet; Godot WebSocket / WebRTC; Browser WSS / WebRTC; Custom native TCP/UDP (direct). Dedicated servers must be Linux x64 builds. |
| Custom native TCP/UDP lane | Supported as a direct TCP or UDP lane for configuration and deployment only. Players connect to the running server's public IP address and port. There is no gateway (no TLS termination, origin check or WebSocket relay). The owner supplies the application-level join probe, because an open port never certifies gameplay. Nothing about the game or its protocol is certified, and no custom native game has run on a live server yet. |
| Owner API | Scoped-key owner API, an OpenAPI description and a local MCP server exist in the product source and are not live. No key can buy capacity, change account credentials, delete a game or download builds; risky actions can require human approval. |
| WebRTC rooms | Managed signaling rooms of 2 to 16 peers. Signaling only: no TURN media relay is offered yet. |
| Not supported | Windows or macOS server builds; arm64 server builds; TURN media relay; universal anti-cheat or automatic bans; host migration; writing or fixing your game's networking; unlimited always-on servers; customer-supplied cloud accounts; certification of any engine before real test evidence is published. |
| Availability and SLA wording | No uptime percentage is promised and none is published, because no production measurements exist yet. Any service-level commitment will be published in the Terms before launch. |
| Certifications | None. NetCraftGames holds no security or compliance certification and does not certify third-party games as safe. |
| Customers and reviews | None yet. This site shows no customer quotes, star ratings or customer logos. |
| Contact | contact@cbullsoftware.click |
Limits
| Limit | Current value |
|---|---|
| Browser WebSocket gateway: largest frame | 64 KiB |
| Browser WebSocket gateway: rate per connection | up to 120 messages and 2 MiB per second |
| WebRTC signaling: largest message | 16 KiB |
| WebRTC room size | 2 to 16 peers; rooms expire after two hours |
| Idle shutdown | after 10 continuous minutes with zero players (needs player-count reporting) |
| Region | us-east-1 only |
Plans
| Plan | Price per month | Published games | Standard server hours | Transfer | Storage | Connection ceiling |
|---|---|---|---|---|---|---|
| Creator | $49 | 10 | 40 | 10 GiB | 10 GiB | 50 |
| Maker | $79 | 25 | 80 | 25 GiB | 25 GiB | 100 |
| Studio | $99 | 50 | 120 | 40 GiB | 50 GiB | 150 |
The capacity boost costs $19 one time and adds 20 standard server hours and 5 GiB of transfer ($0.95 per hour). Boost balances carry forward while your subscription is active. Hosting requires an active subscription.
Supported lanes, as the product declares them
| Engine or lane (from the product source) | Transports it can declare | Client platforms it can declare |
|---|---|---|
| Unity Netcode for GameObjects | udp | windows, macos, linux, android, ios |
| Unity Mirror | tcp, udp, websocket | windows, macos, linux, android, ios, web |
| Unreal replication | udp | windows, macos, linux, android, ios |
| Godot ENet | udp | windows, macos, linux, android, ios |
| Godot WebSocket / WebRTC | websocket, wss, webrtc | windows, macos, linux, android, ios, web |
| Browser WSS / WebRTC | wss, webrtc | web, android, ios |
| Custom native TCP/UDP (direct) | tcp, udp | windows, macos, linux, android, ios |
"Can declare" means the manifest validator accepts the combination. No lane is certified. The Custom native TCP/UDP (direct) row is a limited lane: configuration and deployment only, players connect directly to the running server's public IP and port with no gateway, and the owner supplies the application-level join probe because an open port never certifies gameplay.
Entity naming
The product is NetCraftGames, short form NCG. It is published by Charging Bull Software. In product language, the customer is the owner (the game developer) and the owner's customers are players.
Machine-readable files
- llms.txt and llms-full.txt: site summary and full text for language models.
- facts.json: this fact sheet as JSON.
- sitemap.xml and robots.txt: crawling.
- Every page has a Markdown twin: take its address, remove the trailing slash and add
.md, for example/pricing.md.