GameCTL
The facts below are what the maker publishes about GameCTL, checked and dated. Our editors have not written about it yet.
The facts
Each one read from GameCTL's own pages, with the date it was checked.
What it does
- Backups
- Scheduled backups support retention of the newest snapshots and one-click restore.checked 7 Oct 2026
- Deployment
- GameCTL targets conformant Kubernetes 1.28+; the project says it is tested on k3s and also works with microk8s, kubeadm, EKS, GKE, AKS, and kind.checked 7 Oct 2026
- Deployment flow
- Its guided per-game wizard generates inspectable Kubernetes manifests and shows the YAML before applying it.checked 7 Oct 2026
- Deploy wizard
- Per-game guided steps cover general settings, storage, networking, and review, and show the generated YAML before it is applied.checked 7 Oct 2026
- Game catalog
- The README lists 24 deployable games, including Minecraft, Counter-Strike 2, Valheim, Factorio, Terraria, and Palworld.checked 7 Oct 2026
- Integration
- GameCTL can connect to ProxyCTL to publish servers through its tunnel, with options for LAN, LAN plus internet, or internet-only access.checked 7 Oct 2026
- Intended users
- The project describes itself as built for people who run their own infrastructure and want repeatable, inspectable deployments.checked 7 Oct 2026
- License
- The public core is MIT-licensed; the README says additional features, hosted services, or extensions may be licensed separately.checked 7 Oct 2026
- License and maturity
- The public core is MIT licensed and described as beta software; the project says it is not a hardened production control plane.checked 7 Oct 2026
- Live controls
- Per-game RCON panels can change settings on supported running servers without restarting them.checked 7 Oct 2026
- Monitoring
- GameCTL provides server health probes, uptime and CPU/RAM graphs, and Discord alerts for reachability changes.checked 7 Oct 2026
- Notable limitation
- The README says GameCTL is not a hosted SaaS or a hardened production control plane, and its APIs, templates, and structure may change during beta.checked 7 Oct 2026
- Operations
- Deploy and delete operations run as tracked background tasks with phase-by-phase progress, and tasks can be cancelled from their detail view.checked 7 Oct 2026
- Product
- GameCTL deploys, manages, and monitors dedicated game servers on an operator’s Kubernetes cluster from a single Go binary with an embedded web UI.checked 7 Oct 2026
- Purpose
- GameCTL deploys, manages, and monitors dedicated game servers on a Kubernetes cluster through a single binary with an embedded web UI.checked 7 Oct 2026
- Requirements
- GameCTL targets conformant Kubernetes 1.28 or later; the README says its installer helpers are shaped around k3s.checked 7 Oct 2026
- Security
- During first-run setup, GameCTL creates a namespaced auth Secret, bcrypts the admin password, and generates a JWT signing key.checked 7 Oct 2026
- Server management
- The manage screen supports scaling, stopping and starting servers, inspecting pods, and viewing logs.checked 7 Oct 2026
- Stats API
- An opt-in read-only stats endpoint uses a separate token and signing key from admin authentication.checked 7 Oct 2026
- Storage
- Game data can use operator-declared NFS or local hostPath storage; local hostPath is effectively single-node on a multi-node cluster.checked 7 Oct 2026
- Storage requirement
- Game data uses operator-declared NFS or local hostPath locations, and at least one storage location must be configured before deploying a game.checked 7 Oct 2026
- Supported titles
- The README lists 24 deployable games, each with a GameCTL first-party server image.checked 7 Oct 2026
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