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Hostripples

Low-LatencyGame Servers

High-GHz AMD Ryzen bare-metal servers tuned for low-latency game hosting, fast single-thread performance, NVMe SSD and DDoS protection, hosted in India.

Single-Tenant Hardware

100% yours

NVMe & ECC

Enterprise grade

India Datacentre

Low latency

STARTING AT
₹4,287.00/mo
✓Full root · DDoS protection · 24/7 support

Game Servers

Low-latency game servers with guaranteed bandwidth and anti-DDoS.

7 Plans
Essential Gaming
Essential
₹4,513/mo
billed monthly + ₹3,610 one-time setup
CPUIntel Core i7 7700K
RAM32 GB ECC
Storage2×450 GB NVME
Bandwidth300 Mbps
Value Gaming 1
Value
₹7,767/mo
billed monthly + ₹6,213 one-time setup
CPUAMD Ryzen 5 3600X
RAM32 GB ECC
Storage2×512 GB NVME
Bandwidth500 Mbps
Value Gaming 2
Value
₹10,181/mo
billed monthly + ₹8,145 one-time setup
CPUAMD Ryzen 7 3800X
RAM64 GB ECC
Storage2×960 GB NVME
Bandwidth500 Mbps
Standard Gaming 1
Standard
₹10,181/mo
billed monthly + ₹8,145 one-time setup
CPUAMD Ryzen 5 5600X
RAM32 GB ECC
Storage2×512 GB NVME
Bandwidth1 Gbps
Standard Gaming 2
Standard
₹14,065/mo
billed monthly + ₹11,252 one-time setup
CPUAMD Ryzen 7 5800X
RAM64 GB ECC
Storage2×960 GB NVME
Bandwidth1 Gbps
Gaming 1
Gaming
₹47,026/mo
billed monthly + ₹37,621 one-time setup
CPUAMD RYZEN 7 9800X3D
RAM64 GB ECC
Storage2×960 GB NVME
Bandwidth1 Gbps
Gaming 2
Gaming
₹52,800/mo
billed monthly + ₹42,240 one-time setup
CPUAMD RYZEN 9 9950X3D
RAM64 GB ECC
Storage2×960 GB NVME
Bandwidth1 Gbps

Full root and IPMI/KVM access. Datacenter, OS and add-ons chosen at checkout. Prices exclusive of GST.

Proven Reliability

Trusted Across India and Beyond

Hostripples powers websites and businesses of every size — from freelancers and startups to growing SaaS companies — trusted for fast performance, dependable uptime, and genuine 24/7 support.

Hosting Indian websites since
2013
Support in English, Hindi and Marathi
Live Chat with Experts

Why Gamers and Server Hosts Choose Hostripples

Built for tick rate, not spreadsheets

Every box in this range is single-tenant, high-clock hardware chosen for one job: keeping your game server's tick loop fast and your ping low, whether you're running a single Minecraft world for your friend group, a competitive Rust or CS2 server, or a hosting business reselling slots off one physical machine. There's no shared VPS node underneath you, no noisy neighbour's cron job stealing CPU cycles during your Friday-night raid, and no surprise resource caps buried in a fine-print fair-use policy. You get the CPU, RAM, storage and bandwidth listed on the plan you choose, all the time, including at your server's busiest hour — which for most communities is also the hour a shared box is least likely to deliver it. The plans below are built around three setups we see constantly: a clan or community admin who's outgrown a shared game panel and wants a box they fully control, from tick rate to backup schedule; a small hosting business running several game instances off one server and reselling slots to their own customer base, where consistent per-core performance under a full house is the entire product; and a modded or high-population server — a heavily plugin-loaded Rust box, a modded ARK cluster, a Minecraft server carrying a hundred-plus installed mods — where CPU headroom and RAM aren't optional extras but what keeps a big in-game event from turning into a tick-rate collapse. Whichever one describes you, DDoS protection, full root and IPMI access are standard from the entry configuration up, not reserved for the top of the range.

High-Clock Intel & Ryzen CPUs

From Intel Core i7 to AMD Ryzen with 3D V-Cache, sized for tick rate — the single-core speed and cache that actually drive Minecraft, Rust, ARK and Source-engine performance, not raw core count.

ECC RAM Headroom

32-64 GB of error-correcting RAM per box, enough to run mod lists, plugins and multiple player slots without the memory pressure that causes tick stutter under load during peak hours.

NVMe Storage for Fast World Saves

NVMe SSD across the range keeps world saves, chunk loading and backup snapshots fast, so a scheduled save or a big Rust wipe doesn't freeze the server for players mid-session.

Full Root & IPMI Access

Reinstall between seasons, mount your own tools, or reach the box over IPMI when it won't boot — no waiting on a support ticket to get back online at 3 AM.

DDoS Protection Included

Always-on network-level mitigation on every plan, tuned for the UDP flood traffic game servers actually get hit with — not sold back to you as a checkout upsell later.

Managed or Self-Managed

Run your own panel and mod list with full root control, or hand the OS layer — patching, hardening, monitoring — to our engineers and keep your time for your community.

Got Questions?

Game Server Hosting FAQs

Tick rate, DDoS protection and root access — answered

A dedicated game server from Hostripples is a single-tenant physical machine — not a virtual slice carved out of a bigger box — built specifically to run the server-side process of a multiplayer game: your Minecraft world, your Rust or ARK map, your CS2 or Valheim instance, or a whole panel hosting several of them. Every CPU cycle, every MB of RAM and every bit of NVMe throughput is reserved for you; nobody else's players, backups or workload can eat into your tick budget the way they can on a shared VPS node. That distinction matters more for game hosting than for almost any other workload. A web app can tolerate a 200ms blip nobody notices. A game server can't — a tick that runs long because a neighbouring VM decided to run a backup job shows up to every player on the map as rubber-banding, hit registration that feels wrong, or a mob AI update that skips a beat. Dedicated hardware removes that variable entirely. You get the same physical cores, the same memory bandwidth and the same disk I/O at 3 AM during a raid as you do at 8 PM during peak population. Who actually runs on one of these: a clan or community admin who's outgrown a shared game-panel slot and wants real control over plugins, mods, tick rate and backups; a small game-hosting business reselling slots to their own customers through a panel like Pterodactyl or Multicraft, where predictable per-core performance is the whole product; and modded-server operators — a heavily modded ARK cluster, a Rust server running dozens of plugins, a Minecraft server with 100+ installed mods — where CPU headroom and RAM aren't optional extras, they're what keeps the server from grinding to a halt during a big fight or a server-wide event. Every configuration ships with full root and IPMI access, always-on DDoS protection, and NVMe storage as standard — see the plan table above for the exact CPU, RAM and bandwidth on each tier currently available. It's also a different tier from the 'game server hosting' plans marketed everywhere, which are usually a slot on a shared VPS or container sized for one Minecraft or Rust instance capped at a modest player count. Those are fine for a first server. The moment you're running multiple instances, a heavily modded world, or a community that's outgrown a 20-30 player cap, the shared-slot model runs out of headroom exactly when you need it most — which is usually the point your server has become popular enough to matter. The plan table above reflects that progression directly, from Value and Standard-tier configurations for a growing community running one demanding world, up to the Gaming tier's flagship Ryzen chips for a business running several high-population instances or a heavily modded cluster that needs every bit of single-core headroom it can get.
Both paths are available, and which one makes sense depends on how comfortable you are living in a terminal. Self-managed is the default, and it's genuinely popular with this audience — a clan admin or a small hosting operator usually wants to install their own control panel (Pterodactyl, Multicraft, TCAdmin or similar), pull in SteamCMD for Source/Source 2 titles, manage their own mod list, and set backup and wipe schedules on their own timetable. You get full root access from day one, so nothing about the stack is locked away from you: install what you need, tune network buffers for your player count, run multiple game instances side by side if the hardware has the headroom. Managed is the add-on for people who'd rather spend their time on their community than on server administration. Our engineers handle the operating system layer — provisioning, security hardening, patching, firewall and monitoring — and keep the box healthy so you're not the one debugging a kernel update at 2 AM before a scheduled wipe. It's worth being clear about the boundary: managed covers the server and OS, not the game itself — we won't configure your Rust server's loot tables or your Minecraft server's permission plugins, but we will make sure the hardware underneath them stays up, patched and monitored. A common pattern we see: teams start self-managed to keep costs down and learn the stack, then move to the managed add-on once they're running a paid community or reselling slots and can't afford unscheduled downtime while they're mid-shift at a day job. Either way the underlying hardware, DDoS protection and bandwidth allocation are identical — managed only changes who's holding the pager. In practice, self-managed customers on this range are usually comfortable with SSH, keeping a game process alive under systemd or a panel's process manager, and basic firewall rules to open the right game, query and RCON ports. If that's unfamiliar territory, the managed add-on removes exactly that friction without taking away root access — you can still SSH in and look around, you're just no longer the one responsible for keeping the OS patched and monitored around the clock.
Yes, on every plan, with no access tiering. Full root means you're not waiting on a support ticket to install a kernel module for anti-cheat tooling, mount an extra drive, change network buffer sizes for a high-population server, or run more than one game process on the box if your CPU and RAM budget allows it. Out-of-band IPMI/KVM access is the part that actually matters when something goes wrong at an inconvenient hour. If a bad plugin update or a corrupted world save hangs the box mid-wipe, you don't need to file a ticket and wait — you get a virtual console straight to the hardware, independent of whatever state the OS is in, so you can see boot messages, force a reboot, mount an ISO and reinstall the OS entirely if that's what a fresh season or map wipe calls for. That's a meaningfully different experience from a VPS control panel that only lets you restart a virtual machine and hope. For the reseller and small hosting business case specifically, this is often the deciding factor over a VPS: reinstalling from scratch between seasons, recovering from a botched update, or swapping which game runs on a box between busy periods is something you can do yourself, at 3 AM if you need to, without depending on a provider's support queue. Root plus IPMI is standard across the whole game server range — it isn't reserved for the higher tiers. This also matters if you're testing before committing to a setup: with full root you can spin up a game server, benchmark tick performance under a simulated player load, and reinstall a different OS or distro entirely if your first choice of panel software doesn't suit it — all without opening a ticket. IPMI access specifically becomes valuable the moment you're running a business on the box: an operator who's resold slots to twenty customers can't afford to sit in a support queue if the physical machine fails to come back up after a routine reboot.
Unlike a general-purpose dedicated server line, this range is built around high-clock consumer and prosumer chips rather than many-core server CPUs — and that's deliberate, not a downgrade. Most game server engines — the tick loop in Minecraft Java, Rust, ARK: Survival Evolved, and most Source/Source 2 titles — are single-threaded or only lightly multi-threaded per world or instance. What actually determines your tick rate and how many players you can run without lag isn't core count, it's how fast a single core can chew through that loop and how much fast cache sits next to it. That's why the range runs from Intel Core i7-7700K at the entry end, through AMD Ryzen 5000-series (5600X, 5800X) and earlier Ryzen 3000-series (3600X, 3800X) in the mid tiers, up to the AMD Ryzen 9800X3D and flagship Ryzen 9950X3D at the top — both built on AMD's 3D V-Cache, which stacks extra cache directly onto the CPU die. For tick-sensitive game loops that cache is worth more than another four cores would be: it's the difference between a Rust server holding a steady tick rate through a full raid with 100-plus players online, or a modded ARK cluster processing dozens of dinosaurs and structures without a tick stall. All tiers pair the CPU with ECC RAM and NVMe storage, so memory errors and disk latency aren't the bottleneck either — see the plan table above for the exact CPU, RAM and bandwidth on each configuration currently available. Worth noting if you're comparing this page to our general-purpose dedicated server range: if your workload is a many-instance panel running dozens of small, low-population game servers rather than one high-population world, more cores can start to matter again, and a standard Xeon or EPYC dedicated server may be the better fit. This game server range is tuned specifically for the common case here — one or a handful of instances that need maximum single-core speed and cache rather than dozens of lightly loaded ones.
Yes — always-on, network-level DDoS mitigation is included on every game server plan at no extra cost, not sold back to you as a premium add-on. That's worth spelling out in detail, because game hosting gets attacked more than almost any other hosting vertical, and generic 'we have DDoS protection' language doesn't actually tell you much. Why gaming specifically: a losing team in a competitive match, a rival clan mid-raid, a banned player, or a competitor trying to knock a paid community offline are all realistic, everyday reasons someone points a booter service at a game server — motives that basically don't exist for, say, a small business's brochure website. If you run a public Rust, ARK or Minecraft server, or you resell slots to other communities, you should assume you will get attacked eventually, not treat it as a remote edge case. Attack sizes in this space have also grown considerably. Low-cost 'booter' or 'stresser' services exist largely because gaming disputes are such a routine trigger for them, and a few dollars can rent meaningfully more attack traffic today than it could a few years ago. That's the backdrop always-on protection exists against — not a hypothetical worst case, but a routine cost of running a public multiplayer server with any kind of following. What 'included' actually covers: traffic to your server is routed through upstream scrubbing that detects and absorbs volumetric floods — the brute-force 'saturate the pipe with junk traffic' attacks — before they ever reach the box, so a flood aimed at you doesn't take down your neighbours on the same network either. This sits at the network layer, protecting the connection itself, independent of which game or panel software you're running on top of it. Game traffic is also a genuinely harder protection problem than web traffic, which is worth understanding when you're evaluating hosts. Most web attacks ride over TCP, where techniques like SYN cookies let a network filter out forged connection attempts cheaply. Game servers overwhelmingly run over UDP — Source engine traffic, most survival-game protocols, most voice and query traffic — and UDP has no handshake to validate, so a flood of spoofed UDP packets aimed at your game port is much harder to distinguish from legitimate player traffic at the edge. That's exactly the kind of attack our network-level mitigation is built to catch: it profiles and filters at volume before packets reach your NIC, rather than relying on the game server process itself to cope. A few things worth doing on your side regardless of the network protection underneath: don't expose your game panel's admin interface on the same public port as the game itself if your panel supports separating them; if you're running a competitive or high-profile server, keep your real server IP out of Discord bot integrations, RCON tools and voice-server configs that players or ex-admins could leak; and if a high-value server lets you rotate game or query ports periodically, that alone deters casual booter attacks aimed at a previously-known port. None of that replaces network-level protection — it's what keeps the target off other people's radar in the first place. Bottom line for anyone comparing hosts: check whether DDoS protection is actually included in the base price or sold as an upsell you'll be pushed toward at checkout, after you've already been hit once. On this range it's included from the first plan up, the same as full root and IPMI access.
Our game servers are hosted in India, which is the detail that actually matters if most of your player base is Indian or South/Southeast Asian: it's the difference between players seeing 15-30ms to your server versus 150-250ms-plus round-trip if you'd hosted on a US or EU box instead and routed every packet across an ocean and back. For a game server specifically, ping isn't just a number in the corner of a scoreboard — it directly affects how fair hit registration feels, how responsive building and movement feel in survival games, and how much client-side prediction has to paper over the gap between what a player did and what the server has actually processed. Shaving 100ms-plus off round-trip time by hosting close to your players does more for the 'this feels good to play on' experience than almost any hardware upgrade will. It also matters for the DDoS conversation above: a scrubbing network that's well-provisioned for the region your players — and, realistically, your attackers — are in responds faster than mitigation routed through a distant point of presence. Hosting India-local keeps both the good traffic and the mitigation of the bad traffic on a shorter path. If your community is genuinely global rather than India/APAC-centric — say a clan split across India and Europe — additional locations are available on request, and it's worth talking to us about your actual player distribution before you commit to a single region. But for the common case here — an Indian or APAC-based community, clan or reselling business wanting the lowest possible ping to their own players — an India-hosted dedicated box is the right default, not a compromise. It's also worth thinking about where your attackers, not just your players, are likely to be. An India-hosted server keeps ping low for the traffic you want and keeps the scrubbing network close to the traffic you don't. And if you're weighing this range against a VPS-based game hosting slot in the same region, the base latency difference between the two will usually be small — the real difference shows up in how consistent that latency stays under load, which is exactly what dedicated, single-tenant hardware is solving for.

Still have questions?

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Host games with low ping

High-GHz AMD Ryzen game servers in India with NVMe and DDoS protection, from ₹4,287.00/mo.

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