Pool Servers
Pool servers are a planned feature: pre-provisioned game servers that sit warm and ready to be claimed, so you can skip the on-demand launch wait when a match is found. This is intended for competitive matchmaking and any game where launch latency matters. Until pool servers ship, use the standard on-demand server start flow — every server is created fresh on each start.How Pool Servers Will Work
The flow below describes the intended design. None of these steps run today — the pool system is disabled, so configuration is stored but no standby servers are provisioned or claimed.
1
Configure your pool
In your project settings, you define which regions and compute sizes you want pre-provisioned, and how many servers to keep warm in each.
2
PlayFlow provisions servers
PlayFlow launches and maintains the configured number of idle servers. These servers are running and ready to accept players, but are not yet assigned to any game session.
3
Claim a server
When your game needs a server (for example, when matchmaking finds a match), you claim a pool server via the API. The claimed server becomes yours and you receive its connection details in the response, skipping the on-demand launch wait.
4
Pool replenishes automatically
After a server is claimed, PlayFlow launches a replacement to maintain your configured capacity. A reconciliation process keeps the pool at the target size.
Pool servers are designed to use the same infrastructure and runtime environment as on-demand servers. The only difference is that they are pre-launched and waiting.
Configuring Your Pool
Pool configuration is stored via the project settings endpoint. (Storing it has no runtime effect today — no standby servers are provisioned until the feature ships.)Updating project settings requires a server key (
pf_...). Client keys (pfclient_...) receive a 403. Keep server keys server-side and never ship them in a game build.Configuration Reference
Thepool_config object has the following structure:
- Single Region
- Multi-Region
- Disable Pool
Keep 3 small servers warm in US East:
Claiming a Pool Server
Once pool servers ship, you will start a server exactly as you do today viaPOST /api/v3/servers/start. If a matching pool server is available in the requested region and compute size, PlayFlow will assign it rather than launching a new machine. Today this always launches a fresh on-demand server — the request below is the standard start call and works now; the pool fast-path is what will change once the feature is enabled.
name and region are required. Select a build with version_tag (the build name) and optional version. There is no build_id field on server start.
host and external_port of each entry in network_ports[] rather than hardcoding a host or port. The proxy-allocated external_port differs from your internal port — never assume 7777 or any fixed value.
When pool servers are eventually claimed, the response will additionally set pool_claimed_at and is_pool_server: true on the server record.
When pool servers are available and none matches the requested region and size, PlayFlow will fall back to launching a new server on demand. Your game logic does not need to handle this distinction — the API response format is the same either way.
Identifying Pool Servers
Once the feature ships, pool servers will be visible in the server list alongside on-demand servers, identifiable by theis_pool_server field:
While pooling is disabled, these fields stay dormant: every server is a cold-create, so
is_pool_server is always false and pool_claimed_at is always null.Billing
Because pool servers do not run today, there is no separate pool billing. Every server you launch is an on-demand server billed at the standard rate for its compute size. The billing model for pooled standby servers has not been finalized and will be documented here when the feature ships. See Pricing & Instance Types for the standard rates by compute size.Limits
- Maximum 10 servers per region per compute size in the pool configuration
- Pool reconciliation will run automatically to provision or remove servers to match the target count (not active while the feature is disabled)
- Pool servers will follow the same plan limits as on-demand servers (Free plan: max 1 active server; Pro plan: unlimited servers)
When Pool Servers Will Help
- Good Fit
- May Not Need
- Competitive matchmaking where fast server availability is critical
- High-traffic games with frequent match starts and predictable demand
- Tournament or event systems where matches need to start promptly
- Games with short session times where launch latency is a significant fraction of playtime
Next Steps
Server Regions
Choose regions for your pool based on where your players are located.
Pricing & Instance Types
Review compute sizes and pricing to plan your pool configuration.