Squad Recommended
€7.14 / month
- vCPU
- 4 cores
- RAM
- 8 GB
- Storage
- 100 GB NVMe SSD
- Processor
- AMD Ryzen 9 9950X3D
- Location
- Turkey
More features
- Traffic
- Unlimited
- Operating system
- Linux/Windows
FPS · PC
Squad creates long-match workload from large maps, player positions, vehicles, projectiles, team communication, and layer rules.
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€7.14 / month
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A busy front with vehicles and explosions peaks differently from a quiet opening; observe live match phases.
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.
Larger teams add position, voice, and combat state; include administrators and spectators in capacity planning.
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 | Larger teams add position, voice, and combat state; include administrators and spectators in capacity planning. | Measure a busy session |
| Game activity | A busy front with vehicles and explosions peaks differently from a quiet opening; observe live match phases. | Repeat the peak scenario |
| World / save growth | Replays, logs, crash dumps, and mod caches accumulate; balance retention against match-evidence needs. | 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 mods and custom layers must match the server release; distribute allowlists and mod order under control.
Mod compatibility can vary by game and server-software release.
Record layer rotation, team balance, reserved slots, administrator permissions, licensing requirements, and logging procedures.
After deployment, manage Squad processes, version changes, and settings that require restarts in controlled maintenance windows.
Back up Squad saves, configuration, and additional-content data as separate restore points before changes.
Limit file access to Squad configuration, logs, and managed content directories; stop the relevant process before replacing active files.
Use an active phase with busy fighting and vehicles. Observe CPU, memory and networking there rather than during a quiet opening; a target player count alone is not a capacity guarantee.
Include the intended observer and administration connections in the test as well as players. A busy match with those roles gives a more useful reference than counting active combatants alone.
Match the server version, mod order and required content first. Test startup and match transition with the new layer, and clarify installation and any licensing requirements separately from resources.
Separate retained match evidence from temporary error and cache files. Define retention periods and plan capacity for the files that matter, keeping incident evidence out of blind cleanup.
Agree layer rotation, team balance, reserved slots and administrator permissions together. Confirm any licence or setup conditions separately and document where administration records are retained. The main Server Browser requires an Offworld licence; unlicensed servers belong under Custom Servers. The licensing policy excludes VM/VPS/VDS, so establish the offered installation and listing type with the provider.
Contact support for ordering details and special requirements.