How game server pricing works, RAM tiers, CPU allocation, storage, bandwidth
How game server pricing works, RAM tiers, CPU allocation, storage, bandwidth
Looking at hosting plans is confusing. One says "4 GB plan for $10." Another says "8 GB plan for $7." Yet another offers "Mid-tier" for $15. What are you actually buying?
This article breaks down the pricing dimensions and what each one means.
The four dimensions of game server pricing
Plus hidden dimensions that affect feel but not the headline: network peering quality, overcommitment ratio, DDoS capacity, support response time, backup features. Most plans simplify by pricing primarily on RAM (because it's the easiest dimension for customers to understand), but the others matter.
RAM
The most commonly advertised number. "4 GB plan." "8 GB plan."
What it actually means: the maximum amount of memory your game server can use. Allocated to the Java heap (Minecraft) or process working set (other games).
How it's priced: typically $1 to $3 per GB of RAM per month, varying by host.
What you actually need:
| Game / Use | RAM |
|---|---|
| Vanilla Minecraft, 1 to 10 players | 3 to 4 GB |
| Medium modded | 6 to 8 GB |
| Heavy modded | 10 to 12 GB |
| Valheim, any size | 2 to 4 GB |
| Vintage Story | 3 to 6 GB |
| Eco | 6 to 12 GB depending on duration |
Don't over-buy. RAM you don't use is wasted dollars. See the per-game RAM articles.
CPU
The second most-important factor, and the most-undersold by marketing.
What it actually means: how much CPU power your server has access to.
How it's priced (or hidden):
- By core count. "2 vCores." Each vCore is some fraction of a real CPU core.
- By burst. "Up to 100% of a fast core." Burst capacity for spikes.
- By share. "Fair sharing on shared hardware."
- By performance tier. "Standard" vs "Premium" CPU.
The honest variable: single-thread performance. For game servers, this matters more than core count.
Marketing rarely tells you. Look for:
- The CPU generation / type if disclosed.
- The boost clock if disclosed.
- Real benchmarks if anyone tests.
Premium tiers often mean newer / faster CPUs. That's worth paying for if your game is CPU-bound (most are).
Storage
How much disk space you get, and what kind.
| Disk type | Speed | Recommendation |
|---|---|---|
| HDD | Slow | Avoid for live game servers |
| SSD (SATA) | Standard | Fine for most |
| NVMe SSD | Fastest | Worth it for big modded servers or backup-heavy operations |
Typical allocations:
- Small plans: 10 to 20 GB.
- Medium: 30 to 50 GB.
- Larger: 50 to 100 GB.
- Premium: 100 GB+.
For most community servers, 20 to 50 GB is plenty. Long-running modded servers can grow beyond this; check the storage section of long-running world articles.
Disk pricing: usually $0.20 to $1 per GB per month when sold as an add-on (game hosts use enterprise SSD/NVMe, which is more expensive than commodity cloud block storage), often bundled with the plan rather than separately priced.
Bandwidth
How much network traffic the server can serve before charges or throttling.
Common patterns:
- Unlimited / unmetered: most paid hosts. In practice, "fair use." Multi-TB usage might trigger a conversation.
- Capped (e.g., 1 TB/month): less common for game hosts. More common for general VPS.
- Charged per GB: rare for game hosting. Common for cloud providers.
For most game servers, bandwidth is not the constraint. A 20-player Minecraft server moves maybe 200 GB/month total. Well within any reasonable cap.
Hidden dimensions
The pricing axes hosts don't always advertise:
Network quality
Same plan on Host A vs Host B can feel different because of routing / peering quality. Hosts with good peering deliver lower latency for the same money.
You evaluate this by player feedback, not by marketing claims.
Hardware density / overcommitment
How many customers does the host pack onto one machine? More density = lower cost per customer, but also more contention.
Premium tiers often promise less overcommitment ("dedicated CPU allocation"). Standard tiers don't.
Backup features
Some hosts include automatic daily backups; some charge extra; some don't offer any. Check.
DDoS protection capacity
"DDoS protected" is meaningless without numbers. Better hosts disclose: "Up to N Gbps absorbed." Cheaper hosts don't.
Support response time
A 24-hour response time and a 1-hour response time are different products. Cheap hosting often means slow support.
Reinstall / scaling friction
Can you upgrade plans without a fresh install? Some hosts make scaling easy; others require migration.
Pricing tactics to know
"Up to N players" plans
Some hosts price by player count instead of RAM. The mapping is roughly:
- 10 players: 4 to 6 GB.
- 25 players: 6 to 8 GB.
- 50 players: 8 to 12 GB.
Player-count pricing is often a marketing simplification. Underlying it's the same resources.
Annual discount
Pay for a year, get 1 to 3 months free. Real discount, but ties up money longer. Trade-off: if the host disappears, you lose more.
Promo prices
"First month $1" or "50% off first 3 months." Useful for trying a host. Don't depend on the promo price for long-term planning.
Introductory plans that aren't sustainable
Some very cheap plans ($2 to $4/month for "4 GB RAM") are loss leaders. The hosting can't be sustained at that price. Expect oversubscription, instability, or price hikes.
Surcharges
Watch for:
- Extra cost for backups beyond the basic tier.
- Extra cost for additional ports.
- Extra cost for database hosting.
- Extra cost for "premium" support.
The headline price isn't always the final price.
How to evaluate a plan
For a given plan, check:
- RAM. Does it cover your game's needs?
- CPU. Is single-thread performance reasonable? Any disclosure?
- Disk. Type (SSD/NVMe) and size?
- DDoS protection. Specific capacity number?
- Backups. Included? Frequency? Storage location?
- Support. Response time? Channel?
- Network. Does the host's location work for your players?
Score plans across these. The "lowest dollar amount per GB of RAM" is a misleading single metric.
A pricing math example
Specific pricing per game
Rough market rates as of 2026 for reasonable community servers:
| Game | Typical right-size | Typical price |
|---|---|---|
| Vanilla Minecraft, 10 players | 4 GB | $6 to $12/month |
| Heavily modded Minecraft, 10 players | 8 to 12 GB | $15 to $30/month |
| Valheim, 6 players | 2 GB | $4 to $8/month |
| Vintage Story, 8 players | 4 to 6 GB | $8 to $15/month |
| Eco, 12 players | 8 GB | $15 to $25/month |
Add 20 to 50 percent for premium-CPU tiers.
When pricing is suspicious
Watch out for:
- "Unlimited RAM." Not a real thing. Look for the actual number.
- "Lifetime hosting." The host's lifetime might be short. Avoid lump-sum lifetime deals.
- Resellers with very low margins. Sometimes legitimate. Often unsustainable.
- No customer reviews. Or all positive reviews on the host's own site. Check independent forums.
The bottom line on pricing
Game server hosting is a real business with real costs (see the cost-breakdown article). Sustainable pricing maps to roughly:
- $1 to $3 per GB of RAM per month.
- Plus modest overhead for everything else.
Plans dramatically below this are cutting corners somewhere.
Plans dramatically above this are either premium-tier (genuinely better performance and support) or marketing-priced (paying for promise more than substance). Read reviews.
For most communities, $5 to $20 a month gets you a great server. Above that, the value depends on what specifically you need.
Conclusion
Game server pricing is multidimensional. RAM is the most-advertised but not the most-important. CPU performance, network quality, disk type, backups, and support all matter.
Don't pick by headline price alone. Compare across dimensions. Match your needs (game type, player count, modded or vanilla) to the right tier. And read the fine print: "DDoS protected" and "unlimited bandwidth" tell you nothing without specifics.
The right plan is the cheapest one that meets your actual needs. The dollar value of "extra" is usually low.
Hosting your game server with AndroHost means we handle most of what's in this post for you automatically: tier sizing, SRV records, off-site backups, DDoS protection.
Keep reading
What "managed hosting" means for game servers, and what you're paying for
"Managed hosting" appears on marketing pages without definition. Different hosts mean different things by it. Some "managed" services are extensive; some are barely above unmanaged.
What a game server actually costs to run, an honest breakdown
If you're paying $10 a month for a game server, you might wonder where the money goes. If you're considering self-hosting "to save money," you might be surprised how the math actually works.
Refunds, downgrades, and how to leave a host without losing your world
Sometimes hosting doesn't work out. The plan's too small. The service is unreliable. Support is frustrating. You want to leave.