Large servers

One server, from 10,000 players to millions.

Large networks usually split their players across many separate servers behind a proxy. Flash keeps everyone on one server with one address. Past our largest plan (200 players), each server is built for the peak you expect, load-tested at that number, and quoted for that build.

Hosting fewer players? See the plans.

One address

Players join the same address whether there are fifty of them or fifty thousand. No lobby servers to hop between, no “server 3 is full”.

Everyone together

Players aren't split into separate copies of your world. Anyone can find anyone else, trade with them, and travel anywhere.

Grows with you

We resize the server — and the quote — as you grow, while the address and the world stay exactly the same.

What decides capacity

Where your players are matters more than how many

Any format

Up to 10,000 players

Everyone can be in the same place at the same time. A single lobby, a launch, a concert, a finale — it doesn't matter how players are spread across the world.

  • Single-lobby events
  • Launch events
  • Everyone in one spot

Quoted per build

Spread out

10,000 to 100,000 players

Players need to be spread across the world rather than packed into the same chunks. That fits SMPs, survival worlds and minigame networks, where people are in different places doing different things.

  • SMPs
  • Minigame networks
  • Survival worlds

Quoted per build

Up to millions

100,000 and beyond

For the largest communities: hundreds of thousands of players, and up into the millions, still on one server and one address. Built as a project, with the world layout planned alongside us.

  • Large networks
  • Seasonal launches
  • Global events

Quoted per build

A bigger peak means a bigger build, and the quote follows it — there is no flat rate that makes extra players free. These bands are the figures we plan around, assuming a render distance of 8 chunks; the capacity we commit to comes from load-testing your own setup, not from this page.

What changes the numbers

Player count is only half of it

Render distance

The figures above assume a render distance of 8 chunks; Minecraft's own default is 10. Every extra chunk means more of the world loaded and kept live around each player, so asking for more than 8 lowers what a server of a given size can hold — how far depends on how much higher you go.

Plugins

Which plugins you run and how heavy they are. Some add almost nothing; others do real work for every player online, and at tens of thousands of players that adds up fast.

Redstone and farms

Whether redstone is on, and how much of it runs at once. Large farms and always-running clocks do work on every tick while their area is loaded.

The guarantee

20 TPS, tested before you launch

20 TPS is the full speed Minecraft runs at. We don’t promise it from a spreadsheet — we prove it on your setup first.

  1. 1

    Tell us your setup

    Peak player count, the format (one event, an SMP, a minigame network), render distance, the plugins you plan to run, and how much redstone you expect.

  2. 2

    We build, test and quote it

    We build a server to your setup, load-test it at the player count you asked for, and price that build — before it goes anywhere near your players.

  3. 3

    You get 20 TPS, guaranteed

    Once it passes, your server is guaranteed to hold a full 20 TPS for as long as it stays within the setup we tested. Change something that moves the numbers — a higher render distance, more players, a heavy new plugin — and we re-test first.

Large servers are quoted individually, from the peak you expect and how the server will be used. The limits we test against are written into your agreement, so both sides know exactly what the guarantee covers.

Get a quote

Tell us about your server

The more of this you can tell us, the faster we can size, test and price it:

  • Peak player count, now and where you expect to be
  • Format: one event, an SMP, a minigame network
  • Render distance you want
  • Plugins you plan to run
  • Redstone: on or off, and how much

Or email [email protected]