Minecraft 4 GB
₺149.00 / month
- 4 GB ayrılmış RAM
- Oyuncu sayısı sınırsız
- Tek tık modpack kurulumu
- Web tabanlı oyun paneli
- Otomatik günlük yedek
- DDoS koruması
A ready-made game server package goes live from the panel in minutes; a VDS lets you run any game, any mod and several servers with full root access. See the differences in one table.
Quick answer
If you want to get one popular game online fast, skip the operating system work and get backups and DDoS protection out of the box, a ready-made game server package is the right choice. If your game is not on the package list, or you plan to run several servers, heavy mod stacks, or a website, bot and database alongside it, a VDS server is more flexible — but installation, updates and security become your responsibility. The decision usually comes down to your technical skills and growth plans.
Monthly starting prices in Turkish lira, excluding VAT. You complete the order on our Turkish store page.
₺149.00 / month
₺279.00 / month
₺199.00 / month
₺449.00 / month
| Criterion | Game Server Package | VDS |
|---|---|---|
| Starting price (monthly) | from ₺149.00 | from ₺899.00 |
| Setup | Pick the game in the panel; the server is provisioned automatically | You install the operating system, SteamCMD or the server software yourself |
| Supported games | Games on the package list | Any game with dedicated server software for Linux or Windows |
| Management interface | Web-based game panel with console and file access | SSH or Remote Desktop; optionally a panel such as Pterodactyl that you install |
| Access level | Game server level; no operating system access | Full root or administrator access |
| Mods and plugins | Modpacks and plugins supported by the panel | Custom builds, scripts and any mod stack |
| Multiple servers | Each game server is a separate package | As many game servers, bots, websites and databases as resources allow |
| Backups | Automatic daily backups included | Varies by plan; you set up and verify the backup plan |
| DDoS and security | DDoS protection as standard; panel access is secured | RouteFence filtering at network level; OS security is on you |
| Updates | Game version updated from the panel | Server software and OS updates are your job |
| Resource model | Memory defined in the package, dedicated to one game | Dedicated cores, memory and NVMe disk; the whole machine is yours |
| Skills needed | Low; using the panel is enough | Medium to high; Linux, ports and service management |
| Best for | Groups of friends, single-game communities | Multi-server networks, mod developers, streamer communities |
The core difference is who carries the responsibility: with a ready-made game server package, the operating system, game software installation, backups and protection layer stay with the provider; with a VDS you receive an empty virtual machine with fully dedicated resources and decide yourself what runs on it.
A game package is an environment prepared in advance for a specific game. You pick the game in the panel, set the server name and map, and share the IP address with your friends. Console, file manager, restarts and version switching all live in the web interface. In return, you cannot access the operating system or install software the panel does not offer.
A VDS is a KVM-based virtual server with cores and memory reserved for you. You can install Ubuntu, Debian or Windows Server and run several game servers, a Discord bot and a web server for your community site on the same machine. That flexibility brings the job of managing installation, updates and the firewall with it. In short, the package is a “ready-to-play service”, while the VDS is “infrastructure you build on”.
If the game you want is on the package list, one server is enough, and you would rather spend your time on your community than on server administration, a ready-made package is the right choice.
Packages are strongest when you need:
If you are opening a Minecraft world for your group of friends, for example, the plans on our Minecraft server hosting page take far less effort than setting up a VDS. One-click modpack installation and plugin management are in the panel too, which covers what most small communities need. When you approach the package limit, moving to a larger package is usually a single step, which makes “start with a package, grow when needed” a sensible strategy.
A VDS makes more sense if your game is not on the package list, you run several servers at once, or you need other services next to the game server.
Typical VDS scenarios:
Because cores are dedicated on a VDS, you are not affected by neighbours at peak times, which brings predictability to tick-sensitive games. If you want to manage several servers from a panel, you can install an open-source interface such as Pterodactyl Panel. The price is that you also maintain that panel and the operating system beneath it.
Before choosing a VDS, be honest about whether someone on your team will do this work regularly. An unpatched operating system, an RCON port left open or a backup that was never tested quickly wipes out whatever you gained in flexibility. If the technical owner is clear, a VDS is the option that gives a community the most freedom in the long run.
On the network side there is no meaningful difference between the two; performance differences come from how resources are allocated and how well the server is tuned.
Game packages and VDS servers run in the same data center, on the same network with 600 Gbit/s of total upstream capacity. Players connecting from Türkiye and the surrounding region benefit equally from either option. The lag players feel usually comes not from the network but from whether the server manages to complete each “tick” on time.
On a package, the memory and CPU share are sized for one game and come with sensible defaults for that game — a big help for an admin who does not know the settings. On a VDS all cores are yours, but if you stack several servers on one machine, balancing them and adjusting Java memory flags or view distance is up to you. A poorly sized VDS can perform worse than a well-chosen package. So the assumption that “a VDS is always faster” is wrong; correct sizing and tuning matter more than the choice of environment.
If a single server is growing, upgrading the package is the shortest path; if the community is splitting across several servers, a VDS scales more easily.
Growth happens in two ways. In the first, the player count on the same server rises, the map expands and the plugin list gets longer. Here, moving to a larger package is the practical way to add memory without reinstalling. In the second, the community spreads across different game modes or different games: an event server, a test server and a website are added next to the survival server. Buying a separate package for each fragments management; keeping these services together on one VDS is tidier both for resource usage and for your backup routine.
A VDS has limits too: adding resources means moving to a larger plan and may require a short restart. Very large networks may eventually spread across several servers or a dedicated server. Anticipating your direction of growth saves you unnecessary migrations.
A VDS is far ahead in flexibility, but the popular mods and plugins most communities use can also be installed from the panel on ready-made packages.
Mod support on packages varies by game: Minecraft packages offer one-click modpack installation and a plugin store, CS2 packages support SourceMod and MetaMod, and Rust packages support Oxide / uMod plugins. Because you have file access, you can edit configuration files and upload your own plugins. The limit starts with anything that requires operating-system-level changes: installing an extra runtime, adding a system service or tuning the kernel is not possible in a package environment.
On a VDS there is no such limit. You can pin a specific Java version, run an experimental build of the server software, version your game files with Git, or write systemd services for automatic restarts. The side effect of this freedom is that you also have to prepare your own way back from a bad configuration. A practical rule: if there is one thing you cannot do in the package panel, ask support first; if you need it regularly, it is time to move to a VDS. This keeps you from taking on management overhead purely for the sake of flexibility.
Total cost is not just the monthly fee; the time you spend on management, licences, backups and the cost of downtime risk all count.
| Cost item | Game package | VDS |
|---|---|---|
| Management time | Limited to panel actions | Installation, updates, monitoring and troubleshooting |
| Panel | Included in the package | You install an open-source panel or use the command line |
| OS licence | Not applicable | None on Linux; plan the licence if you use Windows Server |
| Backups | Automatic daily backups included | Varies by plan; extra storage and testing effort may be needed |
| Downtime risk | Standard environment, fewer points of failure | Misconfiguration risk is yours |
For a small community with one server, a package is usually more economical because almost all management time disappears. Once you run three or four separate game servers, sharing resources on one VDS can be more efficient than buying a package for each. Compare using the current starting prices on the page and the value of your own time; for communities with a technical team, the management cost of a VDS is much lower.
With a package, the provider largely manages the security and backup layer; with a VDS, network-level protection stays with the provider while the inside of the server is yours.
Game servers regularly face DDoS attacks from rival communities or malicious players. In LIONFIN’s infrastructure, the RouteFence firewall filters traffic at network level and 24/7 NOC and SOC teams monitor the network; this layer applies to both packages and VDS servers. The difference is inside the server. On a package only the game ports are open and the provider secures panel access. On a VDS, restricting SSH to key-based login, closing unnecessary ports, applying OS updates and keeping a strong RCON password are your job.
Backups follow the same pattern. Packages include automatic daily backups, but taking a manual backup before a major update is still a good habit. On a VDS you design the backup strategy yourself: copy world files to another location regularly and test restoring them. A server whose backup has never been tested is not much different from a server with no backup at all.
Migration essentially means moving the world or save files, configuration files and plugin list to the new environment; as long as the server software version is the same on both sides, it usually goes smoothly.
Keeping the old server running for a few days makes it easy to roll back if something unexpected happens. Moving from a VDS back to a package is also possible, and is common in periods when you cannot spare time for server maintenance.
If you answer “yes” to most of the questions below, a ready-made package probably suits you; if you mostly answer “no”, a VDS may be the better fit.
If the picture is mixed, take two steps: build the community on a package first, then move to a VDS once player numbers and requirements are clear. This avoids unnecessary management overhead for a project that may not grow. You can also open a support ticket to ask which option suits your game; for players in Türkiye and nearby, both options use the same network infrastructure. Browse all games on our game server hosting page.
Define the game and version
List the game, the server software and the mods or plugins you will use.
Check the package list
If your game is offered as a package, review the mod and plugin options the panel supports.
Count extra services
If you need a website, bot, database or a second game server, put the VDS option first.
Assess your management capacity
Decide who will handle installation, updates, firewall and backups.
Compare the plan table
Match the current plan specs and starting prices on the page against your player count.
Order and test
Open the service, upload your world files and test the connection before inviting players.
Yes. Most packages include file access, so you can upload your own plugin or mod files. The limit is software that needs operating-system-level changes; for that you need a VDS.
Yes. As long as resources allow, you can run several game servers on different ports, plus a website and a bot, on the same VDS. Add up the memory each server needs when choosing a plan.
If the game has official dedicated server software, you can install it on a VDS, or open a support ticket to ask whether a ready-made setup is possible. Games without official server software may have no permanent solution.
Network-level RouteFence filtering applies to VDS servers too. However, the firewall inside the server, open ports and service security are your responsibility, and you need to configure them correctly.
No. Back up the world and configuration files and upload them to the VDS, and the same world continues where it left off. What matters is keeping the server software version identical on both sides and testing the backup before migrating.
Yes. Open-source panels such as Pterodactyl Panel can be installed on a VDS and let you manage several game servers from a web interface. Updating and securing that panel is then your responsibility.
In most cases, yes. For one game and a handful of players, a ready-made package is easier and far less work to manage. A VDS starts to make sense when you need several servers or custom software.
Both use the same network infrastructure and NVMe storage. On a VDS all cores and memory are yours, so balancing several workloads is in your hands; on a package, resources are sized for a single game. Correct sizing matters more than the choice of environment.