Self-hosted game server orchestration for Kubernetes — deploy, manage and watch dedicated game servers from one Go binary. 24 games, live control panels, no YAML.
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.
A real dashboard — game hub, guided deploy wizard, storage, monitoring, backups.




Not just deploy-and-forget. The manage screen talks to the live server over RCON, so the roster, the map, the gametype and the bots are things you change from a browser tab while people are playing.



host_workshop_map path, which kicks everyone while it downloads.Live panels exist for CS2, IW4X, Minecraft and Wreckfest 2. Every game gets an RCON console — Valve's Source protocol over TCP, and the idTech3 UDP dialect for IW4X and Quake 3.
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.
Roster, maps, gametypes, bots and settings changed on the running server over RCON — CS2, IW4X, Minecraft and Wreckfest 2. No restart.
Snapshot save data on a schedule, keep the newest N, restore in one click.
Games with no Linux dedicated server run under Wine in GameCTL's own images — Wreckfest 2 and IW4X today.
A background sampler probes every server; uptime shows as heartbeat bars, and a Discord webhook fires when reachability changes.
A separate read-only, token-gated /api/stats/servers lists only the instances you flag as public — plus a ready-made promo page you can deploy against it.
24 games deployable today — most on GameCTL's own first-party server images, built in public and published to GHCR.
IW4X and Wreckfest 2 are Windows-only servers and run under Wine. IW4X downloads nothing — you supply your own legally owned MW2 install, and the wizard prints the exact copy commands. DayZ has been withdrawn for now: it was the only game still running on a third-party image and the only one that needed your personal Steam account, so it is out of the deploy list until its own first-party image lands.
GameCTL's sibling publishes your servers to the world without opening a single router port — raw game ports over WireGuard through a cheap VPS, web apps as Cloudflare Tunnel ingress rules. It sees the Services GameCTL creates: pick one, pick the ports, Apply. GameCTL's manage screen drives it directly, so publishing a server is a button on the server.
curl -fsSL https://proxyctl.cc/install.sh | bash
proxyctl.cc ↗ — same single-binary design, same one-command install.