Loading...
Loading...
Link the repo you already have, cut a build, and put servers in front of players — all from the same panel, at a size that makes sense for one person.
Toolkit
The pieces a small team needs to get a game out, without standing up any of it yourself.
Link your project source once, then let the build runner fetch and build it.
Run servers for playtests or for players, sized to the session and resized on demand.
List what you have made and watch how it sells, without wiring up a shop.
Deploy the services around the game — APIs, matchmaking, Discord bots.
Managed engines for saves, accounts and telemetry.



Page-aware help that can read a crashing server log and tell you why.
How it works
Source to players, in three moves.
Step 1
Point the project at wherever the code already lives. You wire it up once, in the project overview, and every build after that reuses the same linkage.
Step 2
The build runner fetches your source and produces an artifact. Unity projects are first-class — this is the studio side of the product, not the hosting side.
Step 3
Spin up servers from the same panel, hand out a share link for a playtest, and let players sign in from inside the game.
Game Development
The studio side of OTHCloud — the parts that exist because running a game is not the same as running a server.
Package your own game into a deployable blueprint. A built-in expert answers the fields a form can only hint at — what belongs in the startup command, why a server sits there doing nothing.
A game server's logs are mostly chunk saves and join spam, with the stack trace that matters buried thousands of lines up. Ask what went wrong and get the part that answers it.
A share page for your server that hands players the modpack — zipped live from the mods folder, a file you uploaded, or a link somewhere else.
Players sign into OTHCloud from the modpack's server browser using a device code, so they never leave the game to get on your server.
Auto-backup on an interval and, if you want, at a set time of day — with the countdown to the next one shown on the server.
Rendered maps of Minecraft worlds via BlueMap, for any world on 1.13 or later.
Run a group of servers together and let them resize to the load instead of paying for a peak that rarely arrives.
The agents report what each server is doing, and a change of state becomes a push notification rather than something you find out about later.
When you grow
Start on your own, and switch the organisation over when there are more of you.
Game Development is the studio side of the product, so it comes with a games-company organisation rather than a personal one.
Games companies