One datacentre versus thousands of nodes
A traditional host concentrates risk: one facility, one network, one operator. A decentralized network has no such centre, so one node failing is a local event rather than an outage.
Your server runs on one node, and its own files (settings, map cycle, plugins, admins, the ban lists) are synced to a standby node. The roughly 70 GB of game files stay on fast local storage and are downloaded again if the server moves, which takes a while: that is the cost of the arrangement.
Dedicated cores, not a shared slice
Each plan reserves its vCores and memory for your server, so a neighbour cannot take them in the middle of a round.
You choose where it runs
The region is picked at deploy time from 50+ countries. Place the server near the people playing on it.
What stays completely normal
- A management panel: start, stop, restart, settings, a server console, maps, plugins, files, a terminal and backups.
- The server in CS2's community browser, found by name (with your Steam token).
- A conventional payment flow: card or USDC through Stripe, or FLUX through ZelCore or SSP.
- Your files, downloadable at any time. Nothing is locked in.
Frequently asked questions
What is decentralized game server hosting?
Hosting on a network of independently operated nodes rather than in one company's datacentre. Your server runs on one node with dedicated resources, and the network as a whole has no single point of failure.
What happens to my server if a node fails?
Your files are synced to a standby node, which takes over with your settings, plugins, admins and bans. It has to download the game files again first, which takes longer than a normal restart.