Hey everyone,
It’s time for another progress update — and this one’s a big one.
Since the last thread, Potato Server has grown fast. We’ve officially crossed 40+ different game servers spanning a wide range of titles, playstyles, and communities. What started as a handful of experimental servers has turned into a full ecosystem of “connect & play” environments.
With that growth comes visibility — and with visibility comes attention.
As Potato Server’s notoriety increased, so did the scale and intensity of DDoS attacks. These weren’t the same small-scale disruptions we were used to handling — these were stronger, more persistent attacks that required a more serious response.
I’m happy to announce that our new DDoS PacketGuard Shield is now fully enabled.
This adds:
So far, testing has been extremely promising, and server uptime and responsiveness have noticeably improved.
The majority of our servers are fully operational and will remain that way going forward. Many of these are simple connect & go experiences that don’t require extra setup or downloads.
A few servers are intentionally still in a blank or base state while we finish tooling and structure:
These are online, playable, and reachable — but not yet in their final form.
Some servers are clearly standing out and getting the most activity:
If you’re looking for active players, these are the hottest spots right now.
We’re nearing the end of the mass server setup phase, and next we’re shifting focus toward developer tools.
The goal:
Automate the annoying stuff.
Some games (SA:MP is a great example) require:
Instead of making players jump through hoops, we’re planning tools that:
We plan to expand this functionality to as many games as it makes sense for.
Forum registration is still closed for now — and that’s intentional.
We’re currently:
You’re welcome to keep browsing the forums while this work continues.
Here’s what’s on deck:
Potato Server is getting close to a major milestone. Most servers are live, protected, and stable — and what’s left is refinement, tooling, and community polish.
Thanks to everyone who’s been quietly watching, testing, and supporting while things came together behind the scenes. More updates soon — and a lot more activity to follow.


— Potato Server Admin
It’s time for another progress update — and this one’s a big one.
Since the last thread, Potato Server has grown fast. We’ve officially crossed 40+ different game servers spanning a wide range of titles, playstyles, and communities. What started as a handful of experimental servers has turned into a full ecosystem of “connect & play” environments.
With that growth comes visibility — and with visibility comes attention.
DDoS Reality Check (and the Solution)
As Potato Server’s notoriety increased, so did the scale and intensity of DDoS attacks. These weren’t the same small-scale disruptions we were used to handling — these were stronger, more persistent attacks that required a more serious response.
I’m happy to announce that our new DDoS PacketGuard Shield is now fully enabled.
This adds:
- More advanced packet inspection
- Stronger traffic filtering
- Improved handling of malformed or abusive traffic
- Better overall stability under load
So far, testing has been extremely promising, and server uptime and responsiveness have noticeably improved.
Server Status Overview
Fully Running & Active (Most Servers)
The majority of our servers are fully operational and will remain that way going forward. Many of these are simple connect & go experiences that don’t require extra setup or downloads.
Still In Progress / Open World
A few servers are intentionally still in a blank or base state while we finish tooling and structure:
- FiveM
- RedM
- SA:MP
- Insurgency: Sandstorm
- Unturned
- (and possibly a couple others I’m forgetting)
These are online, playable, and reachable — but not yet in their final form.
Most Popular Servers Right Now
Some servers are clearly standing out and getting the most activity:
- Call of Duty (multiple titles)
- Enshrouded
- Abiotic Factor
- Left 4 Dead
- Killing Floor
- Assetto Corsa — SRP & Drift servers
If you’re looking for active players, these are the hottest spots right now.
What’s Next: Automation & Tooling
We’re nearing the end of the mass server setup phase, and next we’re shifting focus toward developer tools.
The goal:
Some games (SA:MP is a great example) require:
- Base game installs
- Replacing EXEs
- Extra DLLs
- Additional files and configs
Instead of making players jump through hoops, we’re planning tools that:
- Automate setup steps
- Reduce manual installs
- Handle common config tasks
- Speed up onboarding for complex servers (SA:MP, Assetto Corsa, etc.)
We plan to expand this functionality to as many games as it makes sense for.
Forums & Registration Status
Forum registration is still closed for now — and that’s intentional.
We’re currently:
- Structuring forum sections per game
- Writing tutorials & guides
- Preparing downloadable resources
- Creating setup walkthroughs
- Organizing troubleshooting threads
- Laying groundwork for community support & mod sharing
You’re welcome to keep browsing the forums while this work continues.
Plans for This Week (2/8 → 2/14)
Here’s what’s on deck:
Launch the official Discord
- (Yes… we still love TeamSpeak here
— but we get that Discord runs the comms world)
- (Yes… we still love TeamSpeak here
Finish forum section layout
Finalize initial documentation & resources
Likely open forum registration the following week
Final Thoughts
Potato Server is getting close to a major milestone. Most servers are live, protected, and stable — and what’s left is refinement, tooling, and community polish.
Thanks to everyone who’s been quietly watching, testing, and supporting while things came together behind the scenes. More updates soon — and a lot more activity to follow.
— Potato Server Admin