Admin features (config editor, mods, backups, world edits, manual upload, stop server) unlock after a successful sign-in. Leave the username blank; only the password is checked.
Invite
Share this invite code with players. They enter it in the Windrose client to join.
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Server Status
Server name
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WindowsServer files
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Server process
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Uptime
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Backend region
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Active world
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Save GameVersion
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Worlds on disk
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Players
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Players
No one is currently connected.
#
Name
State
In game
AccountId
Worlds pending changes
No worlds found on disk.
Island ID
Name
Preset
GameVersion
Edit
staged
Changes are staged — they apply on the next server restart via Apply + restart up top. Safe to stage even for the active world.
Staged vs live diff: lines added in green, removed in red.
Raw JSON
Stages a world tarball into R5/Saved/.../Worlds/<id>/; requires a server restart so the game releases its RocksDB handles.
Resource Usage
CPU
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Memory (RSS)
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Usage is the game process's CPU share / RSS. Cap is the container limit (chart value) or the host's available CPU/RAM when unbounded.
Server Config pending changes
Edit fields then Stage — changes apply on next server restart. Identity (PersistentServerId) and world data are preserved. Under the default env config mode, the entrypoint only re-stamps a field if its current on-disk value matches the last stamp; edits made here diverge from that, so they persist across restarts.
Staged vs Live diff: lines added in green, removed in red.
Advanced
-read-only — editing would sever the backend island binding
-read-only — minted by the backend
Direct IP Connection (advanced)
Bypasses Windrose's backend connectivity service — players join via a raw IP:port instead of an invite code.
Enable only if backend connectivity is blocked on your network, or you want LAN-only play.
Requires manual port-forwarding on your router (UDP, to the port below). Invite codes stop working while this is on.
overrides the backend connectivity path
only set if you're fronting with an explicit proxy
Raw JSON (advanced)
Two-way sync: typing here updates the form fields live (and vice versa). Server validates schema on stage. Invalid JSON just stops the sync until you fix it.
Mods pending restart
Upload server-side Unreal mod archives. Changes are staged and apply on the next server restart, before the game launches.
Mods are third-party code/content loaded by the game server. Only install mods from sources you trust, and expect mismatched or broken mods to prevent players from joining until disabled.
No mods uploaded.
Name
State
Uploaded
Size
Files
Backups
Snapshots of R5/Saved/ + identity files under /home/steam/backups/. Retention: most-recent N kept, plus anything within the age window — pinned entries (manual-*) never auto-prune.
No backups yet.
ID (UTC)
Size
Windrose's own auto-backups under R5/Saved/SaveProfiles/Default_Backups/. Managed by the game engine on its own schedule — we surface them here so you can restore one if a UI backup isn't recent enough. Restore merges the selected backup onto the live RocksDB tree and creates a pinned safety snapshot first.
No game auto-backups yet.
Timestamp (UTC)
Size
Auto-backup schedule
Idle trigger captures state shortly after the last player disconnects — cheap CPU, clean save, natural end-of-session snapshot.
Floor trigger is a safety net for long continuous sessions that never go idle. Manual Create backup now does not reset either clock (auto and manual are separate, like in-game auto-saves vs manual saves).
min without players before auto-backup
max hours of continuous active session before a forced auto-backup
most-recent N non-pinned backups kept regardless of age
also keep anything younger than this, regardless of count
Last auto-backup
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Last result
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Override file
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Maintenance mode
When on, the entrypoint sleeps instead of launching the game, so the server stays stopped through container/service restarts without editing values or touching systemd. Toggle off to boot normally on the next restart.
Current state
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Idle CPU patch
Community binary patch that throttles the Boost.Asio drain-loop spin in socket_select_interrupter::reset(). Drops idle CPU from ~200% to ~5% on a canary. Applied by the entrypoint on next container restart when enabled; revertable byte-for-byte. See the script docstring for disclaimer and derivation details.
Binary state
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Binary MD5
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Configured via env
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UI override
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Effective on next restart
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Binary state will change on next game-container restart.
Manual WindowsServer Update
Upload a custom / modded WindowsServer tarball to replace the stock binary SteamCMD pulls from Valve. Useful for running community mods, pinning a specific build, or staging a pre-release binary. The stock online path (serverConfig.source: steamcmd) refreshes from app id 4129620 on every restart — switch to source: files in your values if you want your upload to stick across reboots.