Self-hosted game server orchestration for Kubernetes — deploy, manage and watch dedicated game servers from one Go binary.
curl -fsSL https://gamectl.cc/install.sh | bash
Runs against your current kubectl context. Zero config. Built and tested on k3s — any conformant Kubernetes works.
Turns “deploy a game server on Kubernetes” from a wall of YAML into a few clicks.
API + embedded UI in a single container. Nothing else to host.
Per-game wizards with sane, overridable defaults — no manifests to hand-write.
Every apply and delete is a tracked background task with phase-by-phase status.
Scheduling, image-pull and crash reasons surface in the UI — not in kubectl.
One-click in-place rolling update that keeps your auth and game data.
Deletes truly clean up and only ever touch resources GameCTL owns.
Most games run GameCTL's own from-scratch server images, built in public and published to GHCR.
RCON panels change modes, maps, bots and settings on the running server — no restart.
Snapshot save data on a schedule, keep the newest N, restore in one click.
A real dashboard — game hub, guided deploy wizard, live status & logs.





13 games deployable today — most on GameCTL's own first-party server images, built in public and published to GHCR.
Coming soon — including Windows-only titles via a Wine/Proton runtime
GameCTL's sibling, ProxyCTL, publishes your servers to the world without opening a single router port — raw game ports over WireGuard through a cheap VPS, web apps via Cloudflare Tunnel. It sees the Services GameCTL creates: pick one, pick the ports, Apply.
curl -fsSL https://proxyctl.cc/install.sh | bash
proxyctl.cc ↗ — same single-binary design, same one-command install.