Port forwarding, and why it sometimes cannot work
Most guides assume the rule will work once you get it right. For a lot of home connections it cannot, and no amount of fiddling will change that.
Self host a dedicated server in minutes with no port forwarding or technical setup.
Run dedicated servers on your own machine.
Edit server settings through a UI instead of raw config files.
Cap CPU and memory usage per server.
Watch server output and issue commands in real time.
Track server health and status at a glance.
Manage who can join and play.
Pick and pin game server versions.
Back up saves and configs on your own disk.
Automate routine server tasks.
Reach the underlying server files directly.
Back up servers to the cloud.
Hand a server off to friends for co-hosting.
Share one public address with no port forwarding.
Convert an existing local save into a dedicated server without losing progress.
Create a lobby for any server, invite your Steam friends, and play together over the Steam network.
Coming soon
Free (with optional premium features)
SaveSync started with a simple frustration. AG and KB used to play Schedule 1 together. KB was the host. One day, AG was sick at home while KB was stuck at work. AG wanted to play, but couldn’t. The save lived on the host’s machine, and without the host, the game simply couldn’t continue.
As we started working on a solution, we realized we weren’t alone. Players across many different co-op games were asking the same question: “How do we keep playing when the host is offline?” That’s how SaveSync was born.
Save sharing solved half of it. Plenty of co-op games really want a dedicated server, so that nobody has to be the host at all, but that means downloading executables, hand-editing config files and forwarding ports on a router you may not even control. Most groups give up and rent one instead. ServerSync is the other half: pick a game, name your server, and it runs on a machine you already own.
We’re both game developers, working on SaveSync part-time, building the low-level systems, the UI, the guides, and the community, because we genuinely care about co-op games. Our goal is simple: to make co-op gaming better, with no file juggling, no forced subscriptions, and no barriers. Just play.
The beta runs here. Ask for a key, get help with servers, saves and public addresses, or request a game we do not support yet.
Notes on running game servers, and on what it costs when somebody else runs them for you.
Most guides assume the rule will work once you get it right. For a lot of home connections it cannot, and no amount of fiddling will change that.
We read the pricing pages of thirteen hosting providers. The advertised number is not the one you pay, and the gap between them is the whole story.
A server you can reach from your own machine can still be unreachable from the internet. Here is how to tell which side the problem is on.
SaveSync keeps a co-op world alive when the host is offline: it syncs, backs up and hands off save files between friends, so nobody has to be the one who stays online.