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GameCTL

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Backups
Scheduled backups support retention of the newest snapshots and one-click restore. · github.com, 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. · github.com, 7 Oct 2026
Deployment flow
Its guided per-game wizard generates inspectable Kubernetes manifests and shows the YAML before applying it. · github.com, 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. · github.com, 7 Oct 2026
Game catalog
The README lists 24 deployable games, including Minecraft, Counter-Strike 2, Valheim, Factorio, Terraria, and Palworld. · github.com, 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. · github.com, 7 Oct 2026
Intended users
The project describes itself as built for people who run their own infrastructure and want repeatable, inspectable deployments. · github.com, 7 Oct 2026
License
The public core is MIT-licensed; the README says additional features, hosted services, or extensions may be licensed separately. · github.com, 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. · github.com, 7 Oct 2026
Live controls
Per-game RCON panels can change settings on supported running servers without restarting them. · github.com, 7 Oct 2026
Monitoring
GameCTL provides server health probes, uptime and CPU/RAM graphs, and Discord alerts for reachability changes. · github.com, 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. · github.com, 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. · github.com, 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. · github.com, 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. · github.com, 7 Oct 2026
Requirements
GameCTL targets conformant Kubernetes 1.28 or later; the README says its installer helpers are shaped around k3s. · github.com, 7 Oct 2026
Security
During first-run setup, GameCTL creates a namespaced auth Secret, bcrypts the admin password, and generates a JWT signing key. · github.com, 7 Oct 2026
Server management
The manage screen supports scaling, stopping and starting servers, inspecting pods, and viewing logs. · github.com, 7 Oct 2026
Stats API
An opt-in read-only stats endpoint uses a separate token and signing key from admin authentication. · github.com, 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. · github.com, 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. · github.com, 7 Oct 2026
Supported titles
The README lists 24 deployable games, each with a GameCTL first-party server image. · github.com, 7 Oct 2026

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