Swarm Hosts User Guide¶
Use this guide to connect a host, launch a game server, and find the tools for settings, players, files, backups, and troubleshooting.
Before You Start¶
- You have a Swarm Hosts account.
- For hosting on your own hardware, at least one supported Linux or Windows swarm host agent is running on a machine you control.
- A supported container runtime is available to the agent service: Docker or Podman on Linux, or Docker Desktop in Linux-container mode on Windows 10/11.
If you still need to set up a swarm host, start with Installation. An available Demo Region lets you try a temporary server before connecting your own host. Demo availability and limits are shown during launch.
Product Model¶
Swarm Hosts has three main pieces:
- Control plane: the web UI and API where you sign in, view swarm hosts, and manage Swarm Servers
- Swarm host: a machine you control that runs the Swarm Hosts agent
- Swarm Server: one game server running on a swarm host through Docker or Podman
Swarm Hosts runs the web app; you provide the machines, internet connection, and storage for permanent servers on your own hosts. A Swarm Zone groups your hosts into one launch target and can add backup replication and guarded recovery. See Swarm Zones.
Main Navigation¶
- Swarm Servers: servers you own or can access
- Launch a server: choose a game and configure a new server
- Swarm hosts: connected machines you own or can access
- Swarm Zones: group your hosts for automatic placement and backup recovery
- Contribution: review available contribution controls, qualification, and rewards
- Tasks: follow queued work and its results; an idle server's Current state row shows its status rather than a newly completed operation
- Requests: review incoming and outgoing ownership transfers
- Alerts: account and server notifications
- Audit log: account and operational event history
- Profile: account, achievements, plan, preferences, host connection, API tokens, downloads, password, email alerts, integrations, and shared access
Contribution controls depend on the current program phase. Check the page's status before relying on workload scheduling or rewards; tracking eligibility does not by itself activate either.
Discord Assistants¶
The official Discord server provides two paths alongside the browser app:
- Swarm Drone provides
/swarmcommands for account linking, server and host discovery, connection details, health, resources, players, versions, backups, schedules, activity, notifications, redacted logs, and confirmed lifecycle actions./support newcreates a structured support case and/support statuschecks it later. - Skitter handles conversational troubleshooting when mentioned in
#support. It can guide the conversation and request bounded read-only diagnostics through the support workflow, but it does not receive general server-action access.
Use the browser for full configuration and game-specific Server Actions. See Using Swarm Drone and Skitter in Discord for the complete command list and privacy guidance.
Register A Swarm host¶
- Open Profile → Connect a host and generate a one-use enrollment code.
- Run the installer on the machine you want to connect and enter the code at the hidden prompt.
- Wait for the swarm host to appear in Swarm hosts.
- Open the swarm host detail page to confirm:
- last heartbeat
- agent version status
- public and private IPs
- swarm host port range
- Swarm resource allocation and current committed capacity
- whether overcommit is enabled
- gateway reachability
- DNS status, if DNS sync is enabled
Note
Each code expires after 15 minutes and connects one host. An interrupted registration resumes the identity saved on that machine, even if the response was lost. Generate a fresh code if it expired before the host enrolled. Existing connected hosts keep their credentials.
Launch A Game Server¶
- Open Launch a server and pick a supported game.
- Choose an individual swarm host, a Swarm Zone, or an available Demo Region.
- Set a server name and review the CPU and memory limits.
- Fill in the game settings. If offered, choose a saved settings template, managed version, or content profile.
- For your own hosts, choose the data-protection option and any available managed relay. A zone can require 3-copy protection.
- Select Launch for the chosen game, review the confirmation dialog, and confirm Launch server.
Swarm Hosts then:
- validates swarm host access
- checks the swarm host still has enough free CPU and RAM, unless overcommit is enabled on that swarm host
- assigns host ports automatically from that swarm host's allowed port range
- records the assigned connection ports
- queues a Swarm Server task for the swarm host agent
You can launch more than one server from the same account when your selected swarm host or Swarm Zone has enough remaining CPU, memory, and free ports.
Track Swarm Server Status¶
Open Swarm Servers or a specific Swarm Server detail page to watch progress.
Common statuses:
pending_deploy: the task is queueddispatched: the task has been sent to the agent and is awaiting a resultstarting: the container is starting or waiting for readinessrunning: the host reports the server is running; check game readiness and join with a client to confirm gameplaystopped: the container exists but is not runningerror: Swarm Server failed or hit a runtime problempending_start,pending_stop,pending_delete,pending_update: an action is in progress
The Swarm Server detail page shows:
- host port mappings
- swarm host public and private IPs
- public reachability badge
- current resource limits
- container ID when one exists
- versions, supported game tools, and backup status
- links to Activity & Logs and Files & Backups
Its main sections are:
- Server Tools: Actions and any game-specific tools, such as Minecraft's Give Item, Saved Kits, Bots, Player Analytics, and Import World; supported managed content appears under Mods & Content
- Files & Backups: File Manager and Backups
- Storage: server-file usage, monitored budgets, warnings and upload protection
- Activity & Logs: runtime logs, health events, and resource monitoring
- Settings: Swarm Server Settings, the game's named settings view, Version Management, and Danger zone; owners also see Access and Ownership
- Help: current health, suggested fixes, and a redacted support report
The tools you see depend on the game, your access role, the host agent, and which features are currently available. The game's settings view uses its name, for example Minecraft Java Settings.
Manage A Swarm Server¶
From the Swarm Server detail page you can:
- Start a stopped container
- Stop a running container
- Restart a Swarm Server with an existing container
- Update resource limits when the Swarm Server is running or stopped
- Update game settings through Settings → the game's settings view
- Use Server Actions when the game and current server support them
- Change the game version with an optional safety backup first
- Manage supported files through Files & Backups
- Create, schedule, restore, download, and delete backups
- Migrate to another eligible host through a fresh backup and restore
- Start a new game without deleting the Swarm Server when the game supports a world reset with a required safety backup
- Requeue a stuck task
- Delete a Swarm Server
- Force delete if normal cleanup is stuck
The agent receives your requests and carries them out on the host. Check the server page for progress and results.
Open the server you want to manage from Swarm Servers. Use its lifecycle controls, Files & Backups → Backups, or Settings → Version Management for that server, and follow queued work in Tasks.
Game Settings And Server Actions¶
The game's settings describe how the server should start: map, player limit, password, gameplay rules, and similar configuration. Saving them usually recreates or restarts the server. Saving Minecraft settings on a stopped server starts it. Select Review changes before saving and check the displayed differences and consequences. Editing the draft afterward clears that review, and a form based on older server settings must be reloaded and reviewed again.
You can also save the current non-secret game settings as an account-private template for later launches. Templates exclude passwords, files, world data, content, placement, resources, and the game version. See Settings, templates, and versions for the full review, reuse, deletion, and version-change workflow.
Changing Minecraft's version or loader creates a temporary safety backup first, including changes made in the game's settings or by Protect and update server in Server Tools → Mods & Content. The current configuration stays in place until the backup is available. If capture or verification fails, the update is canceled; check Backups and retry. Other settings submitted with a loader or version change are applied together after the backup.
Server Actions interact with a server that is already running: for example, listing players, broadcasting, changing a live map, managing a whitelist, or giving an item. Open Server Tools → Actions, choose an available action, and fill in its form. There is no raw browser console. Availability depends on the game, server image, current state, and your role.
See Server Actions for every public game's current tools and availability.
Connect Players¶
Share the player address shown in the Swarm Server view. It may be a managed relay address, a custom hostname, or the host public IP with its assigned port.
Example:
<PLAYER_HOSTNAME_OR_IP>:<ASSIGNED_PORT>
Protocol matters:
- some games use TCP
- some use UDP
- some use both
- some reserve related ports together, such as Valheim
Use the game-specific docs to confirm the expected protocol and any special connection notes.
Files And Backups¶
Every Swarm Server has a Files & Backups view for its persistent data directory and restore points.
Current capabilities:
- browse files and directories
- upload files or folders
- create folders
- create empty files
- read and edit text files
- rename or move files
- delete files
- request bundled downloads
The file browser tries direct and WebRTC connections to the swarm host. With these connections, file bytes travel between your browser and the host. When it uses Compatibility, file operations are queued through Swarm Hosts: uploads are staged on the control plane, download archives are served through it, and text reads are stored there. Inspect Connection details to see which connection is in use and use Try again when offered.
File reads can wait behind other work on a busy host. If an accepted upload, save, move, or delete request times out, check Tasks and refresh the folder before retrying; the accepted operation may still finish.
Use Upload to add files with Choose files, add a folder with Choose folder, or drop a mixture of files and folders. Dropped folders preserve empty directories; the folder picker includes files only. Matching paths are protected by default. Enable Replace existing files only when you intend to overwrite them. A batch lists each item's outcome. Retry remaining items skips completed uploads, and Stop after current file keeps the work already finished.
Select a folder or several items and choose Download to receive one ZIP, including nested paths and empty folders. A ZIP can contain up to 128 MiB of file data and 10,000 entries. Select fewer items or use Backups for larger exports. Current agents are required for ZIP downloads and protected uploads; older agents still support individual file downloads. The gateway prepares the ZIP on the host and hands it to your browser's download manager. The WebRTC fallback buffers a bounded ZIP in the browser. Check browser downloads for completion.
Stop the server before exporting files it actively rewrites. A file download is not a coordinated game save or a filesystem snapshot. If preparation detects a changing file, a missing item, or a symbolic link, it fails instead of returning a partial ZIP.
New file only creates an unused path; it never replaces an existing file. The text editor requires a current agent and a successful, complete UTF-8 read of at most 1 MiB. Older agents and larger or non-UTF-8 files remain read only. If another editor or the game changes the file after you open it, saving reports a conflict and keeps your draft. Download the draft, reload the latest file, and apply your changes again. Failed reads cannot be saved.
Stop the Swarm Server before editing files the game actively rewrites. Revision checks detect changes before the save is published; they cannot lock out a game process writing at the same instant. Saves preserve the existing file's ownership and permissions. If the agent cannot safely replace a protected file, it reports a permission error instead of forcing a save.
Resource Monitor And Logs¶
Host and server pages show recent CPU and memory readings reported by the agent. These periodic readings and their stored history are separate from optional detailed host-local monitoring.
Open a server's Activity & Logs → Monitor, or a host's Monitor view, for detailed charts when that host's monitoring feature is enabled and ready. Those charts use a private browser-to-host session. If monitoring is disabled or unavailable, follow the page's explanation; ordinary CPU and memory reporting does not mean the detailed monitor is ready.
Use Activity & Logs → Logs to inspect recent server output and Alert history to review health events. See Monitoring for availability and privacy details.
Move A Swarm Server¶
Use Migrate in the server controls to move a server to another eligible swarm host you can administer. Choose the destination and select Queue move. Both hosts need backup support, and the source agent must support safe source-file cleanup. Update the source agent if that requirement is not met. The destination needs available resources, healthy storage, and free ports.
The move causes an outage while Swarm Hosts creates a fresh backup, restores a new server on the destination, and queues cleanup of the source after the restored server succeeds. Follow progress and check the new connection details before inviting players back; the address or ports may change. Existing restore points and backup schedules stay attached to the moved server. Safe source cleanup removes the original server's files after the restore succeeds.
To keep the source server, create a backup and choose Restore as new Swarm Server instead. That workflow creates a separate copy without moving or cleaning up the original.
Versions, Content, Backups, And Migration¶
Use these sections when updating the game or changing its data:
- Settings → Version Management: review and change managed game versions or update the Swarm server image
- Server Tools → Mods & Content: apply supported managed content profiles
- Files & Backups → File Manager: manage the persistent files a game supports
- Files & Backups → Backups: create restore points, configure schedules, restore in place, or restore as a separate server
Browsing And Editing Files¶
On hosts that support fast file browsing, File Manager loads the current folder in pages. Use Next and Previous to browse a large folder, or Filter this folder to find matching names throughout that folder. Opening a folder checks its current contents; Refresh checks it again.
Reopening a recently viewed text file shows its saved contents while checking the latest version. Your unsaved changes stay in the editor if that check finds a newer version. A save checks the file revision and rejects a conflicting change rather than overwriting it. Use Reload latest to review the server's version before trying again.
Updated hosts can browse and read files while collecting logs. Operations that replace server data can temporarily hold file access. Older hosts use the compatibility connection, which can wait for another server action to finish.
What The Version Selector Means¶
When a game shows a Version profile selector during launch or in Version Management, those choices are managed profiles approved for that game. Some games also expose a separate Requested game version field.
Important behavior:
- you choose an offered version profile rather than a raw container image
- the UI uses images managed by the game catalog
- a mutable label such as
latestcannot identify the exact build that is running - the selected image version is stored with the Swarm Server, and the swarm host agent reports the running game server version after startup when that version can be detected from the container
If You Do Not See Version Options¶
Some games may not show multiple version choices yet.
That usually means one of these is true:
- only one managed version is currently available for that game
- no managed version profiles are currently available for that game
If managed tags are not available yet, the Swarm Server can still use the platform's current game image, but the Swarm Server detail page may show Untracked catalog image instead of a specific game version label.
Existing Swarm Servers¶
Older Swarm Servers may not always have a clean managed version label yet.
You may see one of these states:
- a specific managed version tag if the Swarm Server already matches a known version
Untracked catalog imageif the Swarm Server is still using an older image reference that has not been matched to a managed version tag
This does not mean the Swarm Server is broken. It only means the UI cannot confidently name the exact managed version yet.
Changing Versions Safely¶
From Version Management on the Swarm Server detail page you can:
- see the detected running version, selected managed profile, current Swarm server image revision, and latest stable releases Swarm Hosts has approved for that game
- review the exact current and target versions before anything is queued
- move to another offered managed version profile
- create a temporary safety backup first when the swarm host supports backups
- change any supported runtime version field for games that expose one, such as Minecraft's
VERSION
Before the confirmation control becomes available, the page summarizes the recovery point, expected player downtime, automated validation, and rollback boundary. Changing the selected profile, runtime version, or backup choice clears the confirmation so the final action always matches the plan you just reviewed.
Updating only the Swarm server image¶
A game server version and its Swarm server image revision are separate. Swarm Hosts may publish a newer image revision to add a tested adapter, repair startup, or improve the server wrapper without asking the game to move to another version. When the image pinned to your Swarm Server differs from the approved image for its current game-version selection, Version Management shows a separate Swarm server update card with both image revisions.
Choose Back up and update Swarm server image to schedule this update. The workflow always creates a temporary safety backup first. After that backup is available, Swarm Hosts replaces only the pinned image, preserves the requested game version, settings, and data volume, recreates the container, and runs the normal startup checks. The source image and pre-update data remain available through the same three-day guarded rollback action used by a game-version change. If the swarm host cannot create the required safety backup, the image update remains disabled until the swarm host agent is updated.
What Swarm Hosts does after you confirm:
- If Create a temporary safety backup is selected, create the backup first. The version change does not proceed until that backup succeeds.
- Recreate the game server on the selected managed image and requested runtime version while preserving its Swarm Server data and settings. Connected players are disconnected during this step.
- Wait for the game image's configured startup/readiness check. When supported, record the detected runtime version and public health or game-protocol evidence.
- Leave the temporary backup available as a validation backup for three days.
Automated startup and protocol checks are not a gameplay sign-off. Swarm Hosts does not decide to roll back a version change on its own. After the server reports ready:
- Review Activity & Logs for startup or migration errors.
- Check the reported version and health state.
- Connect once with a real game client and verify the world and important mods or settings.
- If validation fails, return to Settings → Version Management before the recovery point expires and use the Confirm and roll back to… action.
The on-demand rollback is automated once you start it. Swarm Hosts stops the
current server, overwrites its Swarm Server data with the pre-change backup,
restores the captured image and version settings, recreates the container, and
runs the normal startup and readiness checks. Changes made to the server after
the upgrade are replaced by the pre-change data. The action is available only
while the temporary backup is ready and within its three-day retention window.
If the restore fails, the validation backup remains available for another try
until that window expires. Swarm Hosts also requires the recovery point to name
a pinned pre-change image. If an older Swarm Server used the mutable latest
tag, the page disables automated rollback because that tag cannot guarantee the
same server build; use a separately verified backup recovery plan instead.
If the page says that safety backups are unavailable, update the swarm host agent before changing game versions whenever possible. A game-version change for other games may still offer an explicitly confirmed no-backup plan, but there will be no new restore point and no on-demand rollback action. Swarm server image-revision updates and Minecraft version changes always require the safety backup.
Backups And Restore¶
Open Files & Backups → Backups to create manual backups, configure schedules, download archives, restore in place, or restore as a separate server. Open Manage on a restore point to see its downloads and restore controls.
Use in-place restore when you want to roll the current Swarm Server back to a saved state. This overwrites the current Swarm Server data directory, so the dashboard asks you to confirm the overwrite before it queues the restore. Use Restore as new Swarm Server when you want a separate copy or a restore test on an eligible host you can administer.
Scheduled backups run automatically from the control plane when the Swarm Server supports backups. Each schedule has an interval, retention count, next run time, and last run result. Scheduled retention applies to restore points created by that schedule; manual backups are not pruned by that schedule. Temporary safety backups have their own displayed expiry.
The Backups view also shows restore-point health. For Minecraft, a recent usable restore point is marked clearly, stale or failed schedules show the plain-language reason and next step, and the copied diagnostics include that backup health summary without exposing tokens or private environment values.
Mods & Content¶
When managed content profiles are available, Minecraft and ARK use reusable private profiles during launch and in Server Tools → Mods & Content. Minecraft profiles pin one exact Modrinth server-pack version. ARK profiles preserve an ordered list of numeric CurseForge project IDs whose file versions are resolved by ARK at startup.
Save the desired revision, review compatibility and lifecycle intent, then use one Apply changes action. Swarm Hosts protects an existing world, applies the content, restores the server's prior running or stopped intent, checks the player-facing protocol when applicable, and exposes recovery and history on the same page.
Use Repair downloaded content when a managed mod or server pack is missing, incomplete, or corrupted. The adapter reapplies the last successful revision; games such as ARK may also recreate the runtime and clear only the downloaded content cache. This recovery preserves the desired profile and persistent world data. Its exact behavior remains game-specific and is unavailable when no managed revision has been applied.
For games with a verified world-reset contract, Settings → Danger zone → Start a new game preserves the Swarm Server record, settings, address, content profile, backups, and history while replacing only the game's declared world paths. The reset requires a verified safety backup and the exact confirmation phrase. It is not offered to games whose save boundaries have not been verified.
When managed content profiles are unavailable, consult the game's documentation before using Files & Backups → File Manager. Uploading files alone does not prove that the game supports or loads them. Create a backup before changing server files.
Swarm Server Ownership Transfer¶
An owner can send a request to hand a server to another registered user:
- Open Settings → Ownership and search for the new owner's username.
- Select the recipient and optionally set a restored server name.
- Select Send ownership transfer request.
- The recipient opens Requests, reviews the transfer, and chooses an eligible destination host they can administer before selecting Approve transfer. They can also deny the request.
- Follow the request and destination server until the backup, restore, and source cleanup finish.
Sending a request does not transfer the server immediately. Approval queues a safety backup and restore as a new server for the recipient, followed by cleanup of the source after a successful restore. Both hosts require backup support. Email links open the review page; opening a link never approves a transfer. Swarm host ownership cannot be transferred.
Swarm host Agent Status And Updates¶
Swarm host pages show whether the swarm host agent is:
- up to date
- outdated
- unknown
- manual update required
If the swarm host supports self-update, swarm host admins can use Force update agent from Operations → Maintenance. Source installs do not support self-update and must be updated manually on the host.
Open Monitor → Host activity to see an action's status and result. Current agents save their progress so a lost connection can resume or report what already happened. If a mutating action was interrupted after it began, its outcome can be Indeterminate and further mutating host actions pause. Read-only diagnostics remain available.
The host owner can record an inspection after the execution window expires. First verify that the external work has stopped and inspect the affected service or files. Choose the observed outcome, add evidence, and acknowledge that further actions can change the host. Recording an inspection preserves the uncertain result and history; it does not retry the action or mark it as successful. The owner can then deliberately request further work.
If a deleted backup left part of a replica behind, the inspection form may offer Inspected a partial replica; use queued cleanup. Choose it only after checking that the earlier work stopped and inspecting the host files. The matching cleanup will run when the host reconnects; check its result and the remaining files afterward.
Swarm Server Storage Budgets¶
Open a server's Storage tab to see the disk space occupied by its files, the storage budget, percentage used, last measurement and free space on the host's game drive. Worlds, mods and game logs beneath this server's data folder count toward usage. Shared container images and backup archives do not. Use Manage backups & retention to manage those separately; the host Storage view shows the broader filesystem inventory.
A server administrator can set a budget in GB (1,024³ bytes), choose a warning threshold from 50% to 95%, or leave the budget blank for unlimited storage. Existing servers remain unlimited. Settings save immediately without restarting the game or removing files. A warning appears on the Storage tab and the server header when a current complete scan reaches the threshold.
With an updated host agent, Block uploads and file edits checks fresh local usage before publishing File Manager uploads or edits that grow storage beyond the budget. This applies to queued, direct HTTP and WebRTC transfers. Deleting files and replacing a file without increasing its allocation remain available. If the agent cannot read a complete current measurement, protected growth is blocked and the write reports why. Previously opened file sessions also read the current settings when publishing a write.
This budget is not a hard filesystem quota or a reserved slice of the disk. The running game's own writes, mod downloads, imports and restores can exceed it, and temporary files or concurrent game writes can consume extra space. Swarm Hosts never stops a game or deletes its files because it exceeds a budget. The host's separate free-space reserve and backup capacity checks still apply.
Hosts normally measure storage every five minutes; the open Storage tab checks for updated readings every 30 seconds. Host administrators can request a fresh measurement. Incomplete, missing or older-than-ten-minute readings are marked unknown or out of date, rather than shown as zero or healthy. Budgets follow the server's configuration when it moves to another host; upload protection requires a compatible agent on the destination too.
Swarm host Game And Backup Storage¶
The swarm host owner can choose separate local locations for game data and backups from Swarm host → Operations → Storage → Game and backup drives. Start with Discover local drives, browse the directories reported by the agent, choose one game folder and one backup folder, and then apply the selection.
This first version is for empty-host onboarding:
- configure storage before creating the first Swarm Server or backup;
- the game and backup folders must be separate and cannot be nested;
- only local Linux mounts or Windows fixed/removable drives are offered;
- network shares, UNC paths, traversal, symlinks, and Windows junctions are rejected; and
- Swarm Hosts never moves or adopts existing data through this workflow.
After the agent saves a new choice, restart it. The host page stays in Restart required until a heartbeat confirms the desired game and backup locations are effective.
If the newest selection cannot pass boot validation, the host page shows Prior known-good locations active and the validation error while the agent continues using the last validated selection. Restore the selected local drive or mount and restart the agent before trying another change. If neither managed selection is usable, the agent reports the legacy CLI/environment fallback instead.
On a Swarm Zone page, Managed storage weights every fresh host's game and backup filesystems. A filesystem shared by both purposes is counted once, while separate drives both contribute capacity. The coverage line reports how many hosts and filesystems supplied data and flags unavailable game or backup locations without exposing their paths. Older agents contribute their legacy active-data filesystem only when valid managed telemetry is absent.
The host owner's Overview page shows LAN backup replication, LAN replication capability, and LAN backup gateway port. Use the exact TCP port shown there when checking a degraded Swarm Zone; it is not the end of the Swarm Server port range. These details are owner-only.
Storage Safety And Cleanup¶
Under Operations → Storage, check the effective storage-headroom policy and its source. The owner can set a Host override from 5% to 50%, or choose Use inherited setting to use the zone or platform default. New deployments and backups are blocked before they would reduce managed storage below that minimum; existing data is not deleted to satisfy it.
Use Refresh analysis to see storage attributed to server data, container images, backups, and other files. The disk percentage covers the filesystem, not just game data. Prune unused images removes unused container images, without deleting running servers, worlds, or volumes.
Owners may enable Exclusive managed root only for a directory dedicated to Swarm Hosts data. Review the confirmation carefully: this opt-in enables quarantine and deletion of eligible unmanaged top-level items. Quarantined items can be restored while retained; manual deletion or retention expiry is permanent. Registered server data and active container attachments are protected. Unknown paths remain untouched when this mode is not enabled.
Swarm host Overcommit¶
Swarm host admins can enable Allow over commit from Operations → Capacity on the host page.
When overcommit is enabled:
- launch and update-limit workflows stop enforcing the swarm host's reported CPU and RAM capacity
- per-game minimum resource requirements still apply
- host-port availability is still enforced
Use this only when you intentionally want to oversubscribe a host and you understand the performance risk.
Swarm host Resource Allocation¶
The swarm host owner can open the host's Operations → Capacity view and choose how much CPU and memory Swarm Servers may commit:
- Automatic (recommended) preserves the existing behavior. Swarm Hosts reserves 10% of detected CPU and memory for the computer and considers both live whole-computer usage and committed Swarm Server limits when placing work.
- All detected resources lets Swarm Servers commit up to all CPU and memory reported by the agent.
- Custom allocation sets a dedicated CPU-unit and memory-in-MB budget for Swarm Servers.
Explicit All and Custom allocations are calculated from committed Swarm Server limits. Other applications can still consume the same physical resources, so the host page reports whole-computer pressure separately. High pressure is a warning to reduce the Swarm allocation or other workloads; it does not silently change deployment limits.
Swarm Hosts rejects custom values above the agent's detected capacity and rejects any allocation below resources already committed to deployments. If the computer later reports less hardware than before, the effective allocation is clamped to detected capacity and the host is shown as overallocated until commitments or capacity are corrected.
Explicit allocation and overcommit are mutually exclusive. Disable overcommit before choosing All or Custom, or restore Automatic before enabling overcommit. Hosts without a custom allocation continue to use automatic allocation.
Public Reachability And DNS¶
Swarm host and Swarm Server pages include internet-facing reachability badges when the public probe worker is configured.
- Swarm Server pages show Public Access
- Swarm host pages show Gateway reachability
- A help link points to the Port Forwarding Basics guide when a check fails or cannot be verified
If DNS sync is configured, swarm host pages also show:
- generated hostname
- DNS status
- last successful DNS update
- DNS error details when sync fails
Sharing¶
Owners can grant another registered user access without transferring ownership. Open a server's Settings → Access or a host's Access view, search for the user by username or email, select an access role, and share it. The recipient must have an active registered account. Each host and each server supports up to 20 shared users.
| Resource | Role | Access |
|---|---|---|
| Swarm Server | View only | Inspect the server, browse and download files, and download available backups; no changes. |
| Swarm Server | Operator | Run the server, manage files and backups, and use permitted server tools; cannot delete the server. |
| Swarm Server | Administrator | Manage the server, including deletion. |
| Swarm host | View only | View the host and its servers; cannot manage them. |
| Swarm host | Administrator | Manage the host and its servers as a server administrator. |
Host access is inherited by its servers. Some host settings, public sharing, server sharing, and ownership transfer remain owner-only. Owners can change a role or revoke access from the same view. Profile → Access shows resources shared with you and access you have granted to others.
Share A Public Status Card¶
Under Settings → Access, a server owner can save a private preview, review it, and enable an optional public status page. It shows the chosen public name, game, coarse status, and optional description. It excludes connection addresses, owner identity, host details, files, and logs. The page does not give visitors management access or a join address.
You can separately capture, review, and publish a compatibility snapshot of recorded versions and managed-content expectations. It is a snapshot, so refresh and review it after changing those settings. Refreshing hides the previous snapshot until you publish it again.
Use Disable page to hide the card or Revoke link to invalidate its link. Share the player's connection address separately when appropriate.
Account Management¶
From Profile you can:
- generate one-use codes to connect new swarm hosts
- create and delete personal API tokens for automation
- change your password
- review your plan and effective account limits
- view earned badges, XP, and rank progress in Achievements
- choose light or dark appearance in Preferences
- configure Email alerts and available Integrations, such as Discord
- review swarm hosts and Swarm Servers shared with you
- review swarm hosts and Swarm Servers you have shared with others
Enrollment codes connect a new host once; the enrolled agent keeps its own machine credentials. Personal API tokens are separate account credentials for automation and are shown only when created. Store them securely before leaving the page, and revoke tokens you no longer use.
Personal API tokens can authenticate JSON API requests with Authorization: Bearer <token>, X-User-Token, or X-API-Token. See API Access for endpoint groups and examples.
From the login and reset flow you can:
- register a new account
- request a password reset link
- open the reset link and set a new password
Authentication lifecycle events are recorded in Audit log.