game worlds
that sleep
when you do.

Minecraft and Valheim worlds that go to sleep when the last player leaves and wake when the next one joins. Asleep, a world bills no machine-hours. A wake takes about 115 s (measured median, last 5 wakes) on Minecraft and about 150 s (target) on Valheim.

In testing
Worlds awake
Players on right now
On the waitlist
Loading live numbers…

what we’re building.

Minecraft runs a world on one thread, and a bigger box mostly just costs more. So we’re working on the parts that change the math instead. None of it is finished; all of it is being tested on the communities we run ourselves.

AsleepJoinAwake

Sleep on idle, wake on join

When nobody’s on, the server suspends instead of burning hours. When someone joins, the door holds them on the loading screen while the world wakes, then drops them in. The in-game day stops while it sleeps.

What we’re tuning: how short that wait can get, pack by pack.

Four cores · four lanes · one tick

Entities ticking on every core

Entity ticking split across every core the machine has, not queued on one. The aim is safe by construction: a mod that misbehaves falls back to the main thread instead of corrupting the world.

What we’re measuring: which packs gain, and by how much.

One machine → two → three · same map

One world, many machines

When one machine isn’t enough, the world splits by chunk across a second machine, then a third — the same map, the same base, players crossing the seams without noticing.

The hardest part, and the one we’re researching hardest. In testing it has carried a full crowd across three machines; the seat counts get published when they hold up.

a room for every size of community.

The same door, the same tooling and the same sleep-when-empty billing, on three shapes of machine. Pick any modpack on Modrinth and you see what it runs on before you order; which shape a pack belongs on is measured on live worlds, not guessed.

Light · Own machine · a world over three

Light

Vanilla and light packs on a small, fast machine of their own, billed only for the hours someone is on. It sleeps minutes after the last player leaves and wakes when the next one joins. Its own machine, so nobody else’s world shares the tick.

Own machine

A heavy pack gets a whole box, tuned so the pack that usually needs two machines holds a full 20 ticks a second on one. Seat counts come from measuring, and get published the same way.

A world over three

When one machine isn’t enough, the same world keeps going on more of them. Nobody moves servers; the map just gets bigger underneath.

How the box is kept honest, and how a world is split, is the work we’re doing; the numbers are what we’ll publish.

and the parts
around it.

Java and Bedrock, one world

Crossplay on modded worlds: PC, phone and console players at the same base. Being wired in and tested pack by pack.

Restarts you sit through

Updates warn you in chat, shield you from damage, hold you on a waiting screen and splice you back in. The goal: no more “try again in five minutes.”

Yours stays yours

Your modpack, your configs, your world — kept as an overlay in a private repo, so a server rebuilt from scratch on any pack inherits every tweak you’ve made.

Numbers, not promises

Tick time and players, live, for the people who run the server. Seat counts get published once we’ve measured them on the hardware you’d actually run on.

a day on lull.

  1. 9 am · asleep
  2. 2 pm · asleep
  3. 8 pm · awake
  4. 2 am · asleep
  • asleep while you work.
  • still asleep after lunch.
  • awake when someone joins.
  • asleep while you sleep.

be there when the doors open.

We’re running our own communities on this right now. Leave an email and we’ll write, once, when it’s your turn.