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Projects

A project connects the client website, game servers, languages, sign-in methods, payments, and cabinet appearance. Before creating one, prepare a login server, game servers, and a mail profile.

Project list​

Open Projects -> Projects to review status, domain, connected servers, and available actions.

Create a project​

  1. Click Add project.
  2. Enter a name and public URL beginning with https://.
  3. Select the game, primary language, login server, and game servers.
  4. Assign a mail profile and save.

The platform automatically creates identifiers, a signing key, and identity.contextToken. Credentials visible in these screenshots are documentation-only examples.

General​

Use General for status, URL, game servers, languages, and analytics. Enable only languages that visitors should be able to select.

Site​

Use Site for public pages, navigation, contacts, and homepage content.

Website statistics​

The Site tab has separate Online, Accounts and Characters switches. Save the project after choosing them. An absent setting means that metric is disabled. All eight combinations are supported: enabling one metric does not require either of the others.

SwitchSettingPublished metric
Onlinesite.statistics.onlinePublished number of players online.
Accountssite.statistics.accountsRegistered cabinet users across the entire project.
Characterssite.statistics.charactersCharacter population on the selected game servers.

Accounts currently means registered cabinet users, not game accounts. It is a project-wide count, not a sum of server accounts, and selecting a game does not change its scope. Character counts are not user counts: one user can have several characters.

Online, accounts and characters are enabled independently in project settings.

A disabled metric is hidden, not replaced with zero or an unavailable message. Disabling online or characters also hides that history series. With Characters disabled, the character total, race and gender distributions, and class popularity are unavailable. Leaderboard tables have separate settings and are not disabled with these metrics. Response formats are documented in the API reference.

Eight publication combinations​

All metrics disabled

No public counters appear on the website. Disabled metrics do not reserve space for zeros or dashes.

Online: off. Accounts: off. Characters: off.
Online only

Online counts are shown for visible servers of the selected game. Cabinet-user and character counts remain hidden.

Online: on. Accounts: off. Characters: off.
Accounts only

The count covers registered cabinet users across the project. This metric does not require game-server measurements.

Online: off. Accounts: on. Characters: off.
Characters only

The published population covers visible servers of the selected game. It does not indicate how many players are currently online.

Online: off. Accounts: off. Characters: on.
Online and accounts

Online counts describe the selected servers; accounts cover registered users of the entire project. These different metrics are not added together.

Online: on. Accounts: on. Characters: off.
Online and characters

Two separate metrics describe the selected servers: current online and character population. Accounts remain hidden.

Online: on. Accounts: off. Characters: on.
Accounts and characters

Registered cabinet users appear alongside the character population. Neither metric reveals the current online count.

Online: off. Accounts: on. Characters: on.
All metrics enabled

Online, cabinet users and characters are published separately. Each metric keeps its own meaning and observation time.

Online: on. Accounts: on. Characters: on.

Measurements and availability​

When online publication is enabled, the homepage total adds the published values from visible server cards for the selected game. Each card shows that server's own online count. Hidden servers do not contribute to this total. A custom website can request one server, a selected group, or every server in the project. Character counts are summed separately across the selected servers; accounts are requested once for the project.

Combined online covers visible servers of the selected game, not every registered user.

A value of 0 is a recorded zero, not missing data. Each count has a freshness label and its measurement time in UTC. When online emulation is enabled for a server, the website shows the adjusted value. See Game servers for these settings.

A measured zero stays numeric. The timestamp belongs to the measurement itself.

When new measurements are delayed, the previous value remains visible as Last recorded online. The total is also marked as stale when any contributing measurement is stale. A zero player count alone does not mean that the server is offline.

A stale value keeps its original observation time and is not presented as a new measurement.

When no measurement exists or data is temporarily unavailable, the card shows - with the corresponding label. The total is also withheld if any contributing value is missing, rather than presenting a misleading partial sum. Values recover when data is fetched again after connectivity is restored.

A missing measurement and a failed request are distinct from a measured zero.

The same rules apply to character counts: a measured 0 stays numeric, missing measurements are not zeros, and retained stale measurements are identified separately. A request failure is not converted into an empty population. When server measurements are unavailable, a successfully retrieved cabinet-user count remains visible.

All three metrics are enabled: accounts are available, while online and characters temporarily show dashes. These are neither zero measurements nor disabled switches.

Cabinet​

Use Cabinet for registration, sign-in methods, CAPTCHA, game account creation, user pages, and player-facing features. One switch controls registration availability, while confirmation and email delivery rules belong to the Email tab.

Linked accounts have separate controls for feature availability, the overall account limit, and requests awaiting confirmation. The overall limit can be disabled. The pending-request cap remains mandatory and prevents unconfirmed relationships from accumulating; it does not become unlimited with the main quota.

Email​

Use Email for registration messages and password recovery. It controls address confirmation, the welcome email, the newsletter option, and the available recovery method. The same tab opens this project's email risk policy, including providers, deadlines, outage behavior, API keys, and domain rules. See Email checks for the complete procedure.

Recovery protection​

Configure the per-IP request limit, repeat delivery interval for one address, and code verification attempts. For diagnostics, enter an IP address, an email address, or both. Reset clears only the selected restrictions for this project and does not clear shared cache data.

Visualization​

Use Visualization to configure themes, logos, colors, and guest or authenticated layouts.

Payment system​

Use the Payment System tab to set the project currency and the amounts in the top-up form.

  1. Select the currency code and the number of decimal places for shop prices.
  2. Enter the full currency name and the short label shown to players.
  3. Set the minimum and maximum amounts in the top-up selector. The recommended amount is selected when the form opens; enter one number, not a list.
  4. Save the project. The player cabinet will show the new values after its settings update.
Project currency, player-facing labels and top-up form amounts

Configure conversion rates, rounding, the accepted payment range, and fees under Payment System -> Pricing Policies. To accept payments, create a provider account, then configure payment methods and their game-server availability.

Centrifugo​

Configure real-time notifications with your WebSocket URL, API URL, API key, and proxy secret. Use separate credentials for each environment.

Launcher​

Enable Launcher only for a project that sends launcher events. Its generated key belongs to that project.

Additional project slot​

When the current plan limit is reached, Buy slot opens the purchase confirmation for an additional project.

Configuration upload​

Changes are normally delivered automatically. Upload settings resends the current configuration after connectivity recovery or client website maintenance.

Data cleanup​

Open Projects -> Wipe Data for the intended project. The list shows categories and record counts: game accounts, sessions, balances, warehouse items, registration requests and other data. Select only the categories you want to remove.

Full reset: master accounts and related data deletes master accounts and all listed related data, even when the other checkboxes are not selected. The number beside this option is the master account count. Deletion cannot be undone.

The cleanup button is available after the list loads and a category is selected. If the list cannot be loaded, try again later. If a registration is being confirmed, its requests cannot be cleared: wait for confirmation to finish and retry.

Categories and record counts before permanent deletion

Rating cleanup can remove unanswered invitations only or the entire rating history. Choose one of these options; full cleanup also updates project and server ratings.

Connection check​

The check reports website, configuration, and database availability separately.

All components are available
The website, configuration, and database are unavailable
A mixed result identifies the unavailable component

After a successful check, test languages, registration, sign-in, cabinet, and payments in a private browser window.

Configure disposable email protection and project domain rules under Email checks.