Split one world across several servers when it outgrows a single machine.

Multi-Server & Sharding

One game server handles a real player population comfortably. When a world outgrows a single machine, a realm can run across several shards — separate server processes that behave, to players, like one world.

What Sharding Gives You

CapabilityBehavior
Zone assignmentEach zone is assigned to a shard; heavy zones get their own machine
Zone handoffCrossing into a zone on another shard hands the player over — no relog
Cross-shard presenceFriends lists and online status span the realm
Cross-shard chatGlobal, guild, alliance and whisper reach players on other shards
Cross-shard guildsGuild membership and state are realm-wide
Login queueOverflow players queue rather than being refused
Failure recoveryA shard that dies has its zones reassigned
Drain-roll deploysShards drain and roll one at a time, so the realm stays up through a deploy
Rebalance & autoscaleZone assignment rebalances by load, and shard count can scale with demand

Limits & Entitlement

  • Multi-shard realms (more than one shard) are Enterprise-only — every other tier is capped server-side at 1 shard, regardless of what any client asks for
  • A realm is hard-capped at 8 shards, Enterprise and admin included
  • Autoscaling shards is consent-gated and billed at machine cost plus a small monthly fee — you opt in before anything provisions

Current Status

The sharding stack is built and deployed, but dormant: it needs a platform-wide Redis/Valkey instance for its coordination fabric, and that has not been provisioned yet. Until it is, every project runs as a healthy single server and nothing about your world changes.

Order matters when it is switched on — Redis and its environment variable must exist before any shard is provisioned, because a managed server bakes its environment at provisioning time and a shard created without the coordination fabric has to be re-provisioned.

> Sharding is about population, not reliability. A single managed server already restarts, persists and rolls safely on its own — reach for shards when concurrency, not uptime, is the constraint.