Cost Comparison: Self-Hosted vs. Game Server Providers
Running 3 Minecraft servers + Valheim + Palworld:
| Feature | Shockbyte | Apex Hosting | RamNode SSD 8G |
|---|---|---|---|
| Monthly cost | ~$75-100 | ~$80-120 | $40/mo |
| Root access | No | No | Full root |
| Custom mods | Limited | Limited | Unlimited |
| Backup storage | Paid add-on | Paid add-on | 120 GB NVMe included |
| Server slots | Per-server billing | Per-server billing | Unlimited (within resources) |
Architecture Overview
A single VPS runs Pelican Panel (web UI) + Wings (daemon) + Docker. Each game server is an isolated Docker container with its own resource limits and port allocations.
- Panel - Web UI on ports 80/443 for management
- Wings - Daemon on port 2022, manages containers
- Docker - Each game server gets isolated CPU, RAM, and storage via cgroups
- Port allocation - Each server needs unique ports (25565, 25566, etc.)
VPS Sizing for Multi-Game
Rule of thumb: sum of all game server RAM + 1-2 GB for OS + Panel overhead.
| Game Combination | Total RAM | VPS Plan |
|---|---|---|
| 1x Minecraft + 1x Valheim | ~5 GB | SSD 6G |
| 2x Minecraft + 1x Valheim | ~7 GB | SSD 8G |
| 3x Minecraft + Valheim + Palworld | ~12 GB | SSD 16G |
| 5+ concurrent servers | 16+ GB | SSD 16G+ |
Note: CPU is often the bottleneck for survival games (Valheim, Palworld), not RAM. Monitor both.
Port Allocation Planning
Plan your port assignments before creating servers:
| Service | Port(s) | Protocol |
|---|---|---|
| Pelican Panel | 80, 443 | TCP |
| Wings Daemon | 2022 | TCP |
| Minecraft Java | 25565+ | TCP |
| Minecraft Bedrock | 19132 | UDP |
| Valheim | 2456-2458 | UDP |
| Palworld | 8211 | UDP |
| CS2 | 27015 | UDP |
| Terraria | 7777 | TCP |
Warning: Do not leave all ports open. Only allow the specific ports your game servers need.
Resource Limits in Pelican
Prevent one server from starving others by setting per-server CPU and RAM limits in the Panel admin.
- RAM limit - Set via the server management tab (maps to Docker
--memory) - CPU limit - Set as a percentage of available cores (maps to Docker
--cpus) - Soft vs. hard limits - Soft limits allow burst usage when other servers are idle; hard limits are enforced at all times
Scheduled Start/Stop
Use Pelican Panel's built-in schedule system to start servers at peak hours and shut them down during off-peak windows:
- Start Minecraft at 4 PM, shut down at 2 AM
- Valheim at 6 PM for evening sessions
- Palworld on weekends only
This reclaims RAM during idle windows, letting you run more servers on the same VPS.
Unified Backup Strategy
Configure a single rclone remote to Backblaze B2 as the backup destination for all servers:
rclone config
# Follow prompts: name=b2, type=b2, account=YOUR_KEY_ID, key=YOUR_APP_KEY
# Global backup - all server data, daily, 3-day retention
rclone sync /var/lib/pelican/volumes/ b2:my-game-backups/ --transfers 4Backblaze B2 costs $0.006/GB/month - a 50 GB backup costs roughly $0.30/month.
Adding New Games (Egg Import)
Future-proof your setup by importing eggs for additional games:
- Browse the Pelican Eggs repository
- Download the egg JSON file for your game (e.g., CS2, Terraria)
- In the Panel: Admin > Nests > Import Egg > upload the JSON
- Create a new server using the imported egg, configure resources and ports
Monitoring Resource Usage
Keep an eye on your servers:
- Pelican Panel - Built-in resource graphs per server
- htop/glances - Real-time system overview via SSH
- docker stats - Per-container CPU, RAM, and network breakdown
#!/bin/bash
# Alert when memory usage exceeds 85%
MEM_USED=$(free | awk '/Mem:/ {printf "%.0f", $3/$2 * 100}')
if [ "$MEM_USED" -gt 85 ]; then
echo "Memory at $MEM_USED% on $(hostname)" | mail -s "Memory Alert" you@email.com
fiUser Accounts + Subuser Access
Give friends or community admins control over specific servers without full Panel access:
- Admin - Full Panel access, can create/delete servers and nodes
- Subuser - Access to specific servers only, with granular permissions (start/stop, console, file manager, backups)
Use case: your gaming community has 3 admins, each managing their own server. Create subuser accounts so they can manage their servers independently.
What's Next
Ready to lock down your fleet? Part 5 covers IP filtering, DDoS mitigation, and kernel tuning to keep every server running at peak performance.
This guide is part of the Game Server Hosting series:
