The launch product: game-aware shared hosting with configurable RAM inside the supported range.
Runic Hosting is an independently owned and operated hosting business being prepared for paid launch from its first selected location in Los Angeles.
Game hosting with fewer guesses.
Runic Hosting is being built around one clear customer path: choose the game, understand the resources, see the actual monthly total, pay through one customer account and manage the server from a real game panel.
What Runic Hosting is.
Hosting products, not mystery plan names.
The core product is a hosted game server. Resources can vary; the control, billing and support responsibilities stay understandable.
Heavier games and workloads move into separate capacity classes when that service is ready.
Services, invoices, renewals, cancellations and support belong together instead of being scattered across unrelated pages.
Console, files, SFTP, backups, schedules, settings and power controls are handled by the game panel.
The product starts with the game.
A hosting storefront should help customers understand what they are buying before asking for payment. Runic Hosting puts the game, expected players, workload, minimum resources, recommendation and selected resources into one buying flow.
Standards behind the service.
Start with the game, show the minimum, show the recommendation, and let the customer choose the resources they actually want.
Backup and restore workflows are operational requirements, not decoration for a sales page.
Where a game supports portable saves, customers should be able to bring the world they already built and download it again.
Automation can assist with diagnostics, but billing disputes, destructive actions, abuse decisions and ownership-sensitive work remain human-reviewed.
Runic Hosting owns the customer experience without pretending every underlying system was invented here.
Specialized systems keep specialized jobs. This reduces duplicate billing/provisioning logic and makes it clearer which system is authoritative when something goes wrong.
Storefront, game catalog, builder, company information, support context and staff operations.
Customer records, orders, invoices, recurring services, PayPal and provisioning trigger.
Console, file manager, SFTP, backups, schedules, settings and service controls.
Runs and isolates the game-server process on the production node.
Los Angeles, California; 1 Gbps unmetered; Up to 10 Gbps port; DDoS protection included.
Commercial honesty is part of the service.
Product pages distinguish confirmed features from items that are still being validated.
The first location is Los Angeles, CA; production capacity is not described as live until the service is actually online.
The purchased resource amount is clear before payment; the recommendation remains guidance.
Cancellation and refund rules are published before checkout instead of being hidden in support replies.
Important worlds and saves remain customer-owned, and customers should keep independent copies.
Serious billing, abuse and destructive server actions stay human-reviewed.
What is live and what is not.
The rules are already public.
Terms, privacy, refunds, acceptable use, service availability, copyright/abuse and cookies are written as launch policies rather than “we will add this later” placeholders.
Selected does not mean live.
The first location and network baseline are public because they are selected. Runic Hosting still will not claim Los Angeles production capacity is active, publish production uptime or sell customer capacity until billing, provisioning, backups and launch-game validation are actually ready.
Questions about the company or service?
Company, support, billing and legal questions can be sent to the public operator contact.
Want the launch email when paid hosting opens?
Pricing and the Los Angeles launch location are published now. Join for the checkout email and supported-game updates. No payment details are collected here.