The max concurrent matches this host sustains per mode (use the Host Benchmark below to find them). Reported to the control plane, which counts each running match as 100 / max% of this host's capacity and fills lower-priority tiers only once this host nears its fill threshold. Blank = unset → falls back to the weighted budget.
Debug — off by default. Load-test how many concurrent sims this host sustains. Set a mirror count, then start a real game: the host spins up that many shadow matches running the full independent sim from your live input (output suppressed). Watch max tick vs the budget and CPU; back off when tick exceeds budget. Set 0 to disable. (Applies to the NEXT match started.)
Spin-up gap is host-wide (real allocations too, not just shadows): matches start at most one per gap instead of all at once, so a burst ramps rather than pinning the CPU and stalling every running match. Lower = faster starts, bigger CPU spike. 0 = unthrottled batch-start.
Which modes the matchmaking queue will actually serve. A request for a mode that's turned off routes back to the tutorial — the always-available fallback (it can't be disabled). Takes effect on the next match formed.
Worker machines this control plane places matches on. Match-hosts self-register on startup and
heartbeat their load; you can also pin one manually by IP/URL — e.g. http://192.168.0.51:8080.
Allocation prefers online, least-loaded hosts (closest region once you run more than one).
| Status | URL | Region | Tier | Capacity | CPU / Mem | Matches | Mode maxes | Source | Name |
|---|
Mint a per-host fleet token and give it to a match-host operator. They set it as their
Fleet__Token (it doubles as that host's admin-panel token). Revoke to cut a host off instantly.
| Label | Token | Created |
|---|
What every newly created account starts with on first login — funds, owned survivors, and starting weapons. Applies to the next account created; existing accounts are unchanged (edit those in Survivor Accounts below).