Arcade

Game servers, one binary

A self-hosted control panel for game servers. Minecraft on both editions, a live console, backups that pause the world first — and no gap between what the panel says and what the host is doing.

$docker run -d -p 3457:3457 ghcr.io/useteploy/teploy-arcade
arcade — network4 servers
Proxyrunning
velocity 3.5.0
11% cpu4 / 200
Survivalrunning
paper 26.1.2
42% cpu3 / 20
Palworldrunning
palworld
58% cpu1 / 16
Creativestopped
paper 26.1.2
0% cpu

Open source

The console

What the server said

Output streams live with a replay buffer and sequence numbers, so a reconnect tells you what it missed instead of quietly skipping it.

  • players read from lines the server writes itself, which no plugin can suppress
  • commands over RCON, not a pipe that dies when the panel restarts
  • backups saves paused and flushed first, restored through staging
  • roles admin, operator, viewer — enforced per route, not hidden in the UI
Survival — console

[03:18:06] Steve logged in with entity id 9

[03:18:06] 3 players online

> list

There are 3 out of maximum 20 players online.

default: Steve, Alex, Kai

— Backup starting. Pausing world saves.

— Backup finished (1.4 GB). Saves resumed.

Games

Both Minecraft editions, and a proxy in front

A game is one JSON file — image, ports, protocols, data path, ready line. Adding one takes no code.

VanillaPaperPurpurSpigotFabricForgeNeoForgeBedrock EditionVelocityTerrariaValheimRustPalworldCS2

Arcade runs a live eight-server network — a Velocity proxy and four Paper backends — migrated off another panel. It is beta, and the repository keeps an honest list of what has never been booted and what is deferred on purpose.

Run it yourself

Binaries for linux and macOS on both architectures, a container image, and a systemd unit documented end to end. MIT licensed.