Windrose server hosting — live

Windrose has no server
admin screen. We built you one.

Self-hosting Windrose means hand-editing two JSON files and running a separate updater tool just to set world difficulty. We turned all of it into labeled panel fields — and ship every server with Direct Connect on, so your crew reaches the box directly, not a relay across the world.

Windrose server hosting price: from $34/mo · sized by measured RAM, not slot fantasy · direct connect on by default · 🚫 no mods — vanilla only

From the team behind  GamesOMG — the Windrose config tools players already use.
Every plan vanilla
cpuAMD Ryzen 9950X · high-clock
ram12 / 16 / 24 GB — yours alone
storageNVMe SSD
networkDDoS-protected · Canada-East
portsdirect connect · your own game port
players~2–8 by tier · game caps at 10
backupsnightly · offsite copies
restartsone-click · daily or 12h · your time
modsnone — on purpose
settingsserver + full world difficulty, labeled

// the spec is the spec. we'd rather state it than dress it up.

A heavy game, sized honestly.

We measured ~4.6 GB with a single player, climbing as the world grows — so our tiers run smaller than the dev's spec (12 GB ≈ duo, 16 GB ≈ 3–4, 24 GB ≈ big crew). The RAM you pay for is a hard, walled-off slice, and we never oversell. Bring an existing world in via the file manager — yours to download, always. One location: Canada-East (Montreal).

Early Access note. Windrose is brand-new; these player counts are our own measured estimates, not the dev spec, and patches can shift them. If a patch changes the math or your crew outgrows a plan, we'll resize you and sort it out — no penalty — until the game settles.

The Windrose admin panel
the game doesn't ship.

The settings you'd normally hand-edit in JSON — now labeled fields. No files, no updater tool, no SSH.

01 — Labeled, not JSON

Every setting is a field

Name, password, player cap, region, and the full world-difficulty surface — every multiplier — as labeled fields. The part that stops most self-hosters (difficulty = a tagged-JSON file plus a separate updater tool) we handle. Change, restart, done.

02 — Direct connect, default on

Your box, not a relay

Windrose's default P2P relay can route your crew through another continent. We bind a direct port and turn Direct Connect on for every server — lower ping, fewer rubber-bands, nothing to find.

03 — Vanilla, locked

No mods. Ever.

No mods, any game, no exceptions — the game as shipped is the product. It also keeps every server predictable, which is how we never oversell. (Your RAM/CPU is a hard, walled-off slice regardless.)

Used GamesOMG's Windrose config generator? You already know the panel — it's built from the same data, except this one deploys to a live server instead of handing you a file to upload.

Windrose server hosting — straight answers

How much does Windrose server hosting cost?

$34/mo for 12 GB, $44/mo for 16 GB, and $60/mo for the 24 GB Extreme tier — each with guaranteed dedicated RAM, no slot pricing, no oversell. The first 20 founder servers across our games get 20% off for as long as they stay subscribed — code FOUNDER20 → $27.20 / $35.20 / $48, locked. Windrose is genuinely heavy (the first player alone loads ~4.6 GB), so 12 GB is the floor we'll sell.

Does Windrose even have a server admin panel?

Not in-game — and that's exactly what you're renting from us. To run a Windrose dedicated server yourself you hand-edit a ServerDescription.json file, and to change world difficulty you edit a second JSON file in a very specific tagged format and then run a separate updater tool to commit it into the world database. We turned all of that into labeled fields in your panel: server name, join password, player cap, region, direct-connect, and the full world-difficulty surface. Set them, restart, you're playing — no JSON, no updater tool, no SSH.

What can I actually change in the panel?

Server name and join password, the player cap, your region, and direct-connect — plus the world side: difficulty preset (Easy / Medium / Hard / Custom) and, on Custom, the individual multipliers: mob and ship health and damage, boarding difficulty, resource and co-op tuning, and the combat-difficulty tier. Each one a labeled control built from the same data as our public config generator.

Will my friends lag? What is "direct connect"?

By default Windrose routes players through a peer-to-peer relay — and that relay can send your group through a server on the other side of the world (we watched it route a North-American box's traffic via Frankfurt). We ship every server with Direct Connect on: clients reach your box directly over its own game port, so the path is you → the box, not you → a relay → the box. Lower ping, fewer rubber-bands, and it's the default — not a setting you have to go find.

How much RAM does a Windrose server use — what do the tiers really hold?

It's a heavy game, so honestly less per dollar than the dev sheet implies. We measured ~4.6 GB resident with a SINGLE player on our own hardware, climbing as the world fills in. The dev lists 8 GB for 2 / 12 GB for 4 / 16 GB for 10 — but going by what we actually measured, 12 GB is really a duo, 16 GB a small crew of 3–4, and 24 GB (Extreme) a big crew of ~5–8. We'd rather say that than sell "10 slots" on a server that chokes at player three.

Which Windrose plan should I get?

12 GB for a duo, 16 GB for a typical crew of 3–4 (most people land here), 24 GB Extreme for a big crew of ~5–8. Windrose is brand-new and heavy, so we err toward honest sizing — if you're between two, size up; moving tiers later is painless either way.

How many players can join?

The game caps at 10, but RAM is the real limit on a title this heavy — realistically ~2 on 12 GB, ~3–4 on 16 GB, and ~5–8 on the 24 GB Extreme tier (best-effort on a brand-new game). We size by measured RAM and quote an honest player range instead of selling "slots" the box can't actually run.

Are mods supported?

No — vanilla only, every game we host, no exceptions. What it buys you: a predictable box we never have to oversell, so the RAM and ticks you pay for stay yours — and your slice is hard-capped regardless. Vanilla is how we keep the whole machine honest. If you're after a modded Windrose server, we're honestly not your host.

Is my world mine? Can I move it?

Always. Your save lives on your server and you can download it through the panel's file manager whenever you want — exit insurance, included. Bringing an existing world in works the same way.

Does my Windrose server restart on its own?

If you set it to. Long co-op sessions get heavier the longer they run, so we built one-click scheduled restarts into the console — off, daily, or every 12 hours, at a time you pick in your own local time. Set it once and your crew never logs in to a sluggish world. Crash-restart is on by default too, so a server that falls over comes back without you — and you can always hit restart yourself from the console.

Windrose is in Early Access — will my server keep up with patches?

Yes. The server auto-updates on restart, and because we built the settings surface ourselves — it's the same data as the GamesOMG Windrose config generator — we re-check it against each patch on our own hardware. Early Access means the game changes; keeping the panel honest against those changes is our job, not yours.

Where are the Windrose servers located?

Canada-East (Montreal) — on an AMD Ryzen 9950X with NVMe storage, a DDoS-protected network, and a direct game port. One location today; more regions when enough people ask.

Windrose hosting guides

The honest answers we used to size our own boxes — useful whether you host with us or yourself.

Live now

Spin up a vanilla Windrose crew.

Order in a couple of clicks — it self-provisions and boots, ready to share, with Direct Connect on and every setting a labeled field in your panel. Founder code FOUNDER20 takes 20% off for as long as you stay, while the 20 uses last.