Restarts a server with a fresh instance. The old machine is replaced and new network ports are allocated. You can optionally change the build version, compute size, TTL, startup args, and other settings during restart.
All fields in the request body are optional — omitted fields keep their current values. The server returns to launching status.
Note: Pool servers cannot be restarted.
Server instance ID to restart.
Configuration overrides applied during a server restart. All fields are optional — omitted fields keep their current values. The server gets a new machine with the same instance_id.
New display name for the restarted server. Keeps the current name if omitted.
New command-line arguments for the game executable. Keeps current args if omitted.
Switch to a different build name on restart. Example: upgrade from "default" to "beta".
Pin to a specific build version number on restart. Useful for rollbacks.
New time-to-live in seconds (60–86400). Resets the TTL countdown from the restart time.
60 <= x <= 86400Change auto-restart behavior on restart.
Replace custom_data on restart.
New match identifier for the restarted server.
Replace environment variables on restart. Merged with project defaults.
Override port configuration on restart. New ports are allocated.
Server restarting with launching status. New network_ports are allocated.
Complete details of a game server instance, including connection info, status, and configuration.
Unique identifier for this server instance (UUID). Use this to reference the server in all other API calls.
Display name of the server, as provided when starting.
Current server status. "launching": machine is being created and game is starting up. "running": game is ready and accepting connections. "stopped": server has been shut down.
launching, running, stopped List of allocated network ports with connection details. Give host:external_port to game clients for connecting. Empty if the server has stopped.
Command-line arguments passed to the game executable. Null if none were provided.
Server type. "match_based" (default): short-lived servers for individual matches. "persistent_world": long-running servers for persistent game worlds.
match_based, persistent_world Machine size this server is running on (e.g., "small", "medium", "dedicated-large").
Region where this server is deployed (e.g., "us-east", "eu-west").
Build name this server was started with (e.g., "default", "beta").
Build version number this server is running. Null if no specific version was resolved.
ISO 8601 timestamp when the server transitioned to "running" status (game ports opened). Null if still launching or never reached running state.
ISO 8601 timestamp when the server was stopped. Null if the server is still active.
Whether the game process auto-restarts on crash (max 10 retries).
Arbitrary metadata attached to this server. Null if no custom data was provided.
Time-to-live in seconds. The server auto-stops after this duration from start. Null if no TTL was set (server runs until explicitly stopped).
Whether this server was claimed from the pre-provisioned pool. Pool servers have faster startup times (~5s vs ~30s).
ISO 8601 timestamp when this pool server was claimed for use. Null for non-pool servers or unclaimed pool machines.
Match identifier for matchmaking integration. Auto-generated if not provided at start time.
ISO 8601 timestamp when the server instance was created in the database.
ISO 8601 timestamp of the last update to this server record.