Dedicated game servers you can run yourself, collection tooling for trading-card games, and the engineering standard both are held to.
Every project here is built the same way, because the standard is a repository rather than a habit: a behaviour begins as a failing test, a decision lives in a document that changes in the same pull request, and anything that can drift is guarded by a check instead of by discipline.
Docker images for dedicated servers that update themselves, back up your world, and hold instead of breaking on patch day. The registry tracks 62 games: 1 live, 4 catching up, 48 planned, 9 blocked on an upstream that does not ship a dedicated server.
The fleet board is the live view: every game, its status, and how to run the ones that are ready.
| absolute-valheim-server | Valheim, vanilla and BepInEx, with an end-to-end disaster-recovery harness |
| absolute-rust-server | Rust, with Oxide/uMod |
| absolute-palworld-server | Palworld |
| absolute-satisfactory-server | Satisfactory |
| absolute-server-template | The template every image above is cut from |
A server image becomes public once its end-to-end suite is green — something has to start it, play against it and restore it before we hand it to anyone.
7 Days to Die is being built and is not published yet.
Every project here is held to the Absolute engineering standard: process, quality signals, a seven-layer security baseline, and a conformance check that enforces both.
Every clause in the standard is the scar of a real failure on the Valheim image —
a mod loader that installed whatever was newest, a remote console shipped with
changeme, a nightly job that drained a CI budget. The point of writing them
down is that the next project does not have to earn them again.
Discord — questions, help getting a server running, and finding people to play with.
Bugs and requests go in the affected repository's issues. Security problems go through Report a vulnerability on that repository's Security tab, never a public issue — see the security policy.