Dedicated game servers running in Docker containers, managed via RCON, with real-time monitoring and automatic slot allocation. Rocketic Arena's server infrastructure is designed for consistent, low-latency competitive gameplay.
Every game server on Rocketic Arena runs inside a Docker container — isolated, reproducible, and individually managed. Public servers run 24/7 with fixed configurations, while private lobby servers are provisioned on demand when a host starts a match. The architecture separates game traffic (UDP) from browser connections (WebSocket). A custom proxy bridges the two protocols, allowing browser clients to connect to standard Quake game servers without plugins or downloads. Each server has dedicated resources, ensuring consistent tick rates and frame times regardless of load on other servers.
Each game server runs in its own Docker container with dedicated CPU and memory allocation. Containers are ephemeral — lobby servers are created when needed and destroyed when the match ends, ensuring clean state for every game.
The platform manages a pool of server slots. When a lobby host starts a match, the system allocates an available slot, provisions the container, configures maps and game rules, and connects players — all in under 10 seconds.
Game packets are transmitted via UDP for minimal latency. A WebSocket-to-UDP proxy (q2proxy) bridges browser clients to the game server, translating WSS connections into native UDP game protocol without perceptible overhead.
Servers are managed remotely via RCON (Remote Console). The platform uses RCON to configure maps, set game rules, manage players, and monitor server state in real time. All management commands are executed without server restarts.
Configure automatic map rotation for public servers or select specific maps for lobby matches. The full Quake map library is available — from classic deathmatch arenas to large-scale team maps.
Add AI-controlled bots to fill empty player slots or practice against. Bots support multiple difficulty levels from Easy to Nightmare, providing challenging opponents even in low-population matches.
Servers support 2 to 16 players per match. Player limits are configured per lobby and enforced at the server level. Spectator slots are separate and do not count toward the player limit.
Server configurations can be updated without restarting the game server. Map changes, frag limits, and time limits can be adjusted mid-session through RCON commands.
The platform tracks player counts, match duration, map rotations, live availability and server health. Operational checks and structured service logs help the team diagnose failures and maintain available game capacity.
Rocketic Arena manages all server infrastructure automatically, but the platform provides visibility into server operations for power users. View active servers, player counts, map rotations, and match states through the server browser. Public servers are configured and maintained by the platform team — map pools, frag limits, and bot settings are tuned based on community feedback and usage patterns. Private lobby servers are fully configurable by the lobby host, with options for map selection, game rules, bot difficulty, and player limits. Every setting is accessible through the lobby creation interface.
Browse active servers, check player counts, and jump into a match.
Browse Servers