Don't Starve Together Starter · 2 GB
€2.14 / month
- vCPU
- 2 cores
- RAM
- 2 GB
- Storage
- 30 GB SSD
- Processor
- Intel Xeon E5-2699 v4
- Location
- Turkey
More features
- Traffic
- Unlimited
- Operating system
- Selectable operating system
CO-OP · PC
Do not treat a Don't Starve Together server as one process: surface and cave shards, world entities, seasons, and mods need shard-aware observation.
€2.14 / month
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Caves can run as a separate shard, while world events, developed bases, and creature counts shape each shard differently.
The first resource profile for a controlled launch and measurement baseline.
A middle profile to assess as community and content workload grows.
A higher resource profile to compare when measured CPU, RAM or storage needs increase.
Evaluate CPU, memory, and storage options against the expected game workload.
Players split between surface and caves distribute work across shards; gathering at one boss area concentrates entities locally.
Measure processor peaks and game-loop response during a busy session.
Track peak memory use together with growth headroom.
Measure storage behaviour across saves, logs, and backups.
Measure actual mod, plugin, and script workload separately from extension count.
Track world size, active regions, and persistent-data growth together.
Evaluate concurrent-player distribution, activity, and content workload together.
| Scenario | Resource effect | Check |
|---|---|---|
| Concurrent players | Players split between surface and caves distribute work across shards; gathering at one boss area concentrates entities locally. | Measure a busy session |
| Game activity | Caves can run as a separate shard, while world events, developed bases, and creature counts shape each shard differently. | Repeat the peak scenario |
| World / save growth | Exploration, bases, and entities accumulate in long-running worlds; keep cluster, master, and caves saves in the same restore point. | Track save and restore duration |
Estimate starting capacity from your player and world goals.
Estimated CPU, memory, storage, and a suitable resource profile appear here.
Workshop content includes client-required and server-only mods. Review mod settings and cluster dependencies before updates.
Mod compatibility can vary by game and server-software release.
Maintain cluster tokens, shard links, world generation, rollback count, and mod overrides as one consistent configuration.
After deployment, manage Don't Starve Together processes, version changes, and settings that require restarts in controlled maintenance windows.
Back up Don't Starve Together saves, configuration, and additional-content data as separate restore points before changes.
Limit file access to Don't Starve Together configuration, logs, and managed content directories; stop the relevant process before replacing active files.
Plan surface and cave use together rather than measuring an empty surface-only session. Compare CPU, memory and save requirements while both parts of the world are active.
Test that separately from a session where everyone gathers at one boss encounter. Player location can change the work handled by each shard, so total player count should not be the only measure.
Identify the chosen mods’ client requirements and settings in advance. Test the server and player versions with a world copy, and confirm any installation service separately.
Treat cluster, surface and cave saves as a consistent recovery point. Track the growth and restoration time of that set, not just the number of files stored on disk.
Keep the cluster token, shard connections, world generation and mod settings securely. Test surface-to-cave travel and recovery of the previous save in the rebuilt setup before retiring the old copy.
Contact support for ordering details and special requirements.