Freedom251 › Game Server Orchestration Software
GameCTL

Facts from GameCTL's own pages
- 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
Where GameCTL stands on Freedom251
- Game Server Orchestration Software#17 of 23