Product Roadmap

Corporate roadmap for Noobsters Infra.

This plan consolidates product direction, system architecture, operating model, and ownership. Priority is low fixed cost, high automation, and controlled scale-up as demand grows.

32 Active Regions
Sub-2s Median Boot
99.999% Availability Target
Token-Based Runtime Billing
Fabric + Mod Support
Snapshot Restore Workflow
Global Edge Routing
32 Active Regions
Sub-2s Median Boot
99.999% Availability Target
Token-Based Runtime Billing
Fabric + Mod Support
Snapshot Restore Workflow
Global Edge Routing
Plan Framework

Product

Host UHC, The Towers, SMPs, and technical CMP worlds with an on-demand model that can scale from hobby creators to competitive communities.

Infrastructure

Keep fixed costs low by running only lobby/proxy continuously and provisioning game servers dynamically per active session.

Economics

Tokenized billing by compute time, with automatic idle shutdown and snapshot restore to reduce waste and preserve user data.

Reliability

Regional provisioning and transfer packet routing so players can launch and reconnect in supported regions with minimal friction.

Delivery Phases
Phase 1 • Q2 2026
In Progress

Revival MVP: UHC + Host Mode

Ship a production-ready on-demand stack focused on UHC hosting and tokenized usage.

  • Lifecycle backend: create VM, configure VM, register VM, terminate VM
  • Lobby + proxy integration for dynamic server registration and player transfer
  • Token billing model with idle shutdown and persistent world backups
  • Single always-on VPS for lobby/proxy; all game compute fully dynamic
Phase 2 • Q3 2026
Planned

CMP Technical Servers

Extend on-demand hosting to technical Minecraft (Fabric + mods + schematics support).

  • New CMP templates with modpack-aware bootstrapping and version pinning
  • Benchmark mode: keep server running until tokens are exhausted
  • State restore workflow: start new VM and pull latest snapshot from object storage
  • Game browser updates through Redis-driven status feed
Phase 3 • Q4 2026
Planned

Control Plane & Customer Experience

Improve usability and trust with domain controls, panel UX, and stronger policy boundaries.

  • Custom CNAME endpoints (for example: infinity.sv.noobsters.net)
  • Panel integration (Pterodactyl fork / Pelican-style UX) with restricted filesystem scope
  • Protected secrets model (Velocity secret and infra credentials never exposed)
  • Role-based project permissions and audit-friendly admin actions
Phase 4 • 2027
Research

Scale Architecture Upgrade

Move from one-VM-per-game toward shared high-density clusters when demand justifies it.

  • Transition path to Kubernetes or equivalent bin-packing orchestration
  • Larger regional nodes with workload isolation and capacity scheduling
  • Policy-driven scaling by game type, population, and lifecycle signals
  • Public APIs for automation, provisioning, and telemetry integrations
Technology Architecture

Core software pieces

  • Lifecycle backend: VM creation, deletion, health checks, service discovery, and game-state registration.
  • Proxy plugin: dynamically add and remove connectable servers and move users across the network.
  • Lobby plugin: in-game browser, server creation flows, and backend orchestration commands.
  • Provisioning script: game-template bootstrap and per-request setup driven by game ID.
  • Game-mode plugin layer (UHC and others): load per-game config, publish live metadata, and sync status to Redis.
Operations & Economics

Cost Baseline

  • Target one persistent VPS (lobby + proxy + control services) as fixed monthly spend.
  • Keep all game compute ephemeral and tied directly to active user sessions.
  • Use snapshot-to-object-storage on shutdown to minimize idle infrastructure cost.

Unit Economics Targets

  • Price model: token-based usage measured by runtime hours and server class.
  • Benchmark from notes: 2 vCPU / 4 GB class can be priced competitively while preserving margin.
  • Review pricing and capacity each month based on cloud cost and user retention data.

Organization & Ownership

Jcedeno
Platform engineering and operations

Build lifecycle software, deploy infrastructure, optimize costs, and lead architecture migration.

RCA
QA and community operations

Coordinate testing, report defects, manage player feedback loops, and drive community growth.

KPI Targets

  • Cold start to playable target: under 90 seconds for standard templates
  • State restore success target: 99%+ from latest snapshot
  • Idle compute waste target: under 10% of total billed runtime
  • Monthly fixed-cost ceiling target: one infrastructure VPS + core services