Cloud Hosting
Managed CS:GO cloud servers with 128 tick deploy
- โ128 tick out of the box
- โSourceMod + MetaMod
- โGamemode templates
- โWorkshop map sync
- โFastDL included
Ryzen 9 single-thread performance for Source engine's tick-critical competitive play. 1-click SourceMod / MetaMod installs, Get5 + WarMod match configs, retake / DM / surf / KZ gamemode templates, FastDL pre-configured out of the box, and DDoS protection. Deploy a 128-tick CS:GO server in under 60 seconds.
128-tick Source engine servers live or die on single-thread CPU speed. We've built our stack for competitive 5v5 match servers, modded retake/DM lobbies, and surf/KZ communities that need rock-solid hit reg and low ping variance.
CS:GO's Source engine server loop is single-threaded โ 128-tick collapses to 64-tick if the CPU can't keep up. Ryzen 9 7950X at 5.7 GHz boost holds 128 tick rock-steady with 10-16 players and 30+ SourceMod plugins.
128 tick rate default on every plan at no extra charge. No "tick limiter" shenanigans some hosts pull at lower tiers โ you get real 128 tick, verified via sv_mincmdrate / sv_maxcmdrate and the standard NetGraph readout.
Competitive 5v5, Retakes, Deathmatch, Surf, KZ / Climb, Bhop, Minigames, 1v1 Arena, Gun Game, Aim Arena, Prop Hunt โ all pre-configured server templates with the right plugins and map pools. Swap between them from the panel.
Latest stable SourceMod and MetaMod:Source installed and auto-updated. AdvancedBan, Admin Menu, MultiCurrency, Warmod, PracticeMode, and 30+ popular plugins available from the 1-click plugin library.
Official match configs from ESL, FaceIt, Challengermode, and the 5v5 ruleset (knife round, overtime, tac-pause, coach slot) ship ready-to-load. Get5 match server workflow wired up with demo recording, GOTV, and stats export.
Paste a Steam Workshop collection URL โ we download every map, set up mapcycle.txt, and push the content to FastDL. Surf, KZ, Bhop, and Retake map collections all work. Player downloads happen at full bandwidth, not at stock 20 KB/s.
GOTV slot configured by default for casters, spectators, and demo recording. Standard tv_delay of 90s pre-set, adjustable from the panel. Demos auto-save to csgo/ and download in one click โ perfect for reviewing and match admin.
Layer 3/4/7 mitigation on every plan. UDP query floods and Source-protocol abuse absorbed at the edge โ your match server stays online when a salty losing team decides to booter the IP mid-pistol round.
Live chat, Discord, and tickets โ staffed by people who know what server.cfg, sv_cheats, PracticeMode, and a broken veto config look like. No first-line script readers asking if you've tried reinstalling.
Four ways to launch your CS:GO server โ from fully managed cloud hosting to a hand-built competitive / community network assembled by our team.
Managed CS:GO cloud servers with 128 tick deploy
Root-access VPS for custom CS:GO stacks
Bare-metal for multi-server communities
We build, install, and launch your CS:GO server for you
900+ CS:GO servers running on Fatality. Here's what keeps them here.
Ran Get5 match days for our ESEA team, previous host's 128 tick would drop to 64 during round starts. Fatality holds 128 solid through overtime and tac-pauses. The Get5 match config was ready on first boot โ zero tweaking before our first scrim.
Retake server with custom spawn configs and 80+ workshop maps. FastDL is actually fast โ players go from connect to retake in under 30 seconds on the first join. Admin Menu and PracticeMode were pre-installed with sensible defaults. Saved me hours.
KZ server with 400-map Workshop collection. Map cycle, timer plugins, global ranking (GlobalAPI) all wired up from day one. GOTV has never dropped in 8 months โ recordings for WR attempts are rock-solid.
The questions admins actually ask before spinning up a dedicated CS:GO server.
Yes. Valve still runs a CS:GO Legacy Edition branch for community servers, and the SourceMod / MetaMod / Get5 ecosystem is still fully functional. Many communities (surf, KZ, retakes, practice servers) remain on CS:GO because their plugin stack hasn't been ported to CS2 yet. We support both โ CS2 has its own hosting page.
Yes, real 128 tick โ no "tick limiter" games. Verified with sv_mincmdrate 128 and sv_maxcmdrate 128 in the server config, and visible in any player's NetGraph. 128 tick is the default on every plan; no upsell required.
ESL 5v5, FaceIt, Challengermode, ESEA, and the public WarMod + Get5 configs all ship as 1-click templates. Knife round, overtime, tac-pause, coach slot, and demo auto-record are pre-wired. Custom configs drop into cfg/ via SFTP and hot-load.
All of them, as 1-click gamemode templates. Surf ships with Timer + Spec List + Styles plugins. KZ ships with the GlobalAPI timer and the standard KZTimer plugin. Retakes include the Splewis retake plugin with spawn configs for competitive maps. DM ships with WarmodDM or NeoDM depending on your preference.
Paste your Workshop collection URL into the control panel โ we download every map on startup, update your mapcycle.txt, and push the files to FastDL. Players download maps at full bandwidth on first connect, not at stock 20 KB/s. Auto-update runs on every restart.
Yes. GOTV slot configured by default with tv_delay 90 for casters / match admin. Demos auto-save to csgo/ (or your configured demo folder) on match end. The panel has a one-click download for match demos.
Three ways: 1-click install from our plugin library (AdvancedBan, Warmod, Get5, PracticeMode, AdminMenu, etc. with sensible defaults), upload .smx files via SFTP to addons/sourcemod/plugins/, or paste a SourceMod forum URL and we'll auto-download and compile from source if needed.
AMD Ryzen 9 7950X at 5.7 GHz boost, DDR5-5200 RAM, Enterprise NVMe Gen 4 SSDs. Source engine's server loop is fully single-thread-bound โ clock speed is the only thing that matters for holding 128 tick at peak. You'll see noticeably cleaner hit-reg here than on hosts running lower-clock CPUs at the same price.
Yes, free on every paid plan. Send us SFTP credentials, we copy your csgo/cfg, addons/sourcemod (plugins + configs + databases), custom maps, GOTV demos, and SourceMod SQLite/MySQL DB. Average migration is 15-30 minutes.
Yes โ add additional servers to your account anytime, each with its own resource allocation and plugin stack. Common setup for communities: a main 5v5 + a retake + a DM + a practice server, all sharing admin permissions via SourceMod's group system.
Start a Get5 match server this afternoon, scale to a full retake + DM + surf + KZ network next month. Free migration on every paid plan โ we'll move your plugins, configs, and demos for you.