# We do the heavy lifting so you don't have to.

> NetCraftGames is managed dedicated server hosting for indie multiplayer games that already work, on Unity, Unreal, Godot and the browser. You build the server; we read it, configure it, deploy it and run it.

*NetCraftGames (NCG) by Charging Bull Software. Last updated: 2026-10-03. Canonical page: https://netcraftgames.com/*

## What is NetCraftGames?

**NetCraftGames (NCG) is a managed multiplayer game server hosting service for game developers and studios.** The owner of a game, which is how we say customer, submits a game that already has working multiplayer networking. NetCraftGames reads the submission, produces the connection configuration the game's players need, deploys the server on an isolated machine and operates it.

- **Who it is for:** indie developers and small studios who have a Unity Mirror, Unity Netcode for GameObjects, Unreal, Godot or browser multiplayer game that already works and do not want to run servers.
- **What you submit:** a Linux x64 dedicated server build that you or your AI have already built and tested (or an existing WebRTC adapter), plus the engine and transport you use.
- **What you get:** a connection configuration, a running server, automatic shutdown of empty servers, and a plain-English email with a concrete fix if something does not connect.

> **What must already exist**
>
> We do not write multiplayer. Before you submit, your game needs working multiplayer and a server program that runs without a window on Linux. Single-player games, games where one player hosts, and games built on an online service such as Photon or PlayFab are not a fit today. [Check if your game qualifies](https://netcraftgames.com/can-you-host-my-game/) in about two minutes: nothing is uploaded.


Your customers are players. Ours are owners. [Read how it works](https://netcraftgames.com/how-it-works/) or check the [fact sheet](https://netcraftgames.com/facts/) for exact limits.


## From submission to players in five steps

Every step has a deterministic check behind it. AI helps read and explain; it never decides whether your server is safe, never touches billing and never bans a player.


1. **Submit your game.** Upload your Linux x64 server build, or connect an existing WebRTC adapter, and tell us your engine and transport.
2. **AI-assisted code reading.** A static reader that never runs your code finds ports, protocol and settings. An optional AI layer explains the findings. Deterministic checks decide pass or fail.
3. **You get a connection config.** You receive the address, port and protocol your game client needs, in a file you can paste into your project.
4. **Deployed in 24 hours.** Our target: your server runs on an isolated machine within 24 hours, or you get an email with the exact problem and a concrete fix.
5. **Players join.** Players connect. Servers with no players shut down by themselves after ten minutes, so you do not pay for empty servers.


The 24 hours start when a complete submission is received, and pause only while the next move is yours. See [the conditions in full](https://netcraftgames.com/24-hour-promise/).


## Engines and transports we host

Each page below explains the real setup, the ports, and the honest gaps. No engine is certified yet; certification needs real test evidence that has not been published.


- [Hosting a Unity Mirror dedicated server](https://netcraftgames.com/engines/unity-mirror/): Linux Server build over KCP, Telepathy or WebSocket transports.
- [Hosting a Unity Netcode for GameObjects server](https://netcraftgames.com/engines/unity-netcode-for-gameobjects/): Linux Server build with Unity Transport over UDP.
- [Hosting an Unreal Engine dedicated server](https://netcraftgames.com/engines/unreal-engine/): Packaged Linux server from a source-built engine, UDP 7777.
- [Hosting a Godot ENet dedicated server](https://netcraftgames.com/engines/godot-enet/): Dedicated server export, run headless, ENet over UDP.
- [Hosting a Godot WebSocket multiplayer server](https://netcraftgames.com/engines/godot-websocket/): WebSocketMultiplayerPeer for web exports, behind a wss gateway.
- [Hosting a browser WebSocket (WSS) game server](https://netcraftgames.com/engines/browser-websocket/): Your own authoritative WebSocket server in Node, Python, Go or Rust.
- [WebRTC signaling for browser and Godot games](https://netcraftgames.com/engines/browser-webrtc/): Room signaling for peer-to-peer games. No TURN relay.



## Pricing in plain numbers

Plans are monthly and built on weighted server hours, not a vague promise of unlimited. A standard server uses one hour per hour it is running; startup is free; unused base hours expire at renewal.


| 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.


Prices are launch settings and nobody is being charged yet. [See the full pricing explanation](https://netcraftgames.com/pricing/), including what a plan hour does and does not buy.


## What we will not pretend

Trust is the product. These are the limits today, stated before you ask.


- **Not open yet.** NetCraftGames is not accepting customers until its launch checks pass. Today you can join the waitlist.
- **Linux x64 servers only.** Dedicated servers must be Linux x64 builds. Windows or macOS server builds are not hosted.
- **No TURN relay yet.** Browser WebRTC games get room signaling, not media relay. Restrictive networks may fail to connect peer to peer.
- **No universal anti-cheat.** We do not ban players automatically or claim to stop cheating. Player reports go to a review queue.
- **We do not write your netcode.** Your game must already have working networking. We host and configure it; we do not invent multiplayer.
- **No unlimited always-on.** Every plan includes weighted server hours. Keeping a server awake spends them, and unused base hours expire at renewal.


More detail: [what the AI reads and never does](https://netcraftgames.com/trust/), [what happens when a connection fails](https://netcraftgames.com/connection-failures/) and [how we compare to alternatives](https://netcraftgames.com/compare/).


## Guides for owners building multiplayer

Short, practical and written for the problems that stop a multiplayer build from going live: Linux server exports, ports and firewalls, transports, idle cost and connection config.


- [How to build a Linux dedicated server from Unity](https://netcraftgames.com/guides/build-linux-dedicated-server-unity/): Step by step: build a headless Linux dedicated server from Unity 6 with Build Profiles, bind it correctly, test it and pack it for hosting.
- [Host a Node.js WebSocket game server: what to prepare](https://netcraftgames.com/guides/node-websocket-server/): Get a Node.js 24 WebSocket game server ready for NetCraftGames: the one command that packs it, the WebSocket path setting, socket.io and what does not work.
- [Mirror server on the cloud: ports and firewall checklist](https://netcraftgames.com/guides/mirror-server-ports-firewall-checklist/): A practical ports and firewall checklist for running a Mirror dedicated server on a cloud machine: KCP, Telepathy and SimpleWeb ports, binding and testing.
- [Host a Python WebSocket game server: what to prepare](https://netcraftgames.com/guides/python-websocket-server/): Get a Python 3.12 WebSocket game server ready for NetCraftGames: the command that vendors Linux wheels, the WebSocket path setting and what does not work.
- [Godot dedicated server export checklist](https://netcraftgames.com/guides/godot-dedicated-server-export-checklist/): A checklist for exporting a Godot 4 dedicated server for Linux: export mode, headless start, ENet versus WebSocket, ports, saves and packing.
- [Idle shutdown: why paying for empty servers is waste](https://netcraftgames.com/guides/idle-shutdown-empty-servers/): Why paying for empty game servers is waste, how much it costs in hours, how idle shutdown works safely, and what your server must report for it to work.


[All guides](https://netcraftgames.com/guides/) and the [glossary](https://netcraftgames.com/glossary/).


## Questions owners ask


### What is NetCraftGames?

NetCraftGames is a managed multiplayer game server hosting service. An owner submits a game that already has working networking; NetCraftGames reads it, produces a connection configuration, deploys it on a Linux server and operates it. The service is pre-launch and not accepting customers yet. You can join the waitlist.

### Is NetCraftGames available today?

No. NetCraftGames is pre-launch and is not accepting customers or charging anyone. Checkout and server provisioning stay disabled until a published list of launch checks passes. You can join the waitlist by email, and the status page says exactly what remains before the doors open.

### Which game engines does NetCraftGames host?

It is designed for Unity Mirror, Unity Netcode for GameObjects, Unreal Engine replication, Godot ENet and WebSocket, and browser games using WSS or WebRTC signaling. Dedicated servers must be Linux x64 builds. No engine is certified yet, because certification requires real client and server test evidence that has not been published.

### What does the 24 hour promise mean?

After launch, NetCraftGames aims to get a submission online within 24 hours of receiving it, or to email you the exact problem and a concrete fix. It is a processing target, not a guarantee. The clock pauses only while the next step is yours, and the remedy for a missed target will be published in the Terms.

### Do I pay for servers when nobody is playing?

Not for long. If your server reports player counts, it is saved and shut down after ten continuous minutes with zero players, and hosting hours stop being used. Servers that cannot report player counts must be put to sleep explicitly. Startup time is not counted against your hours.


More answers on the [FAQ page](https://netcraftgames.com/faq/).


## Join the waitlist


**Join the waitlist:** email contact@cbullsoftware.click (subject "NetCraftGames waitlist") with your engine and transport. No form and no account. See https://netcraftgames.com/waitlist/.
