A game server for you and a few friends is one of the nicer reasons to rent a VPS. You get a fixed address that's online when you are, nobody else's rules about mods or whitelist, and — if it's Minecraft — a world that keeps ticking whether or not your PC is on. The catch is that "game server" covers everything from five friends on vanilla to a 200-mod pack for a hundred people, and those are not the same machine.
So let's be specific about what actually fits.
Minecraft, by player count
The numbers that matter, for vanilla or Paper:
- 1-5 players, vanilla/Paper — 2-4 GB RAM. The Small plan ($8) is the comfortable spot.
- ~10 players, vanilla — 6-8 GB once the world grows and chunks load. That's Medium ($12), and honestly it's the edge of comfortable, not roomy.
- A big modpack (Forge/Fabric, 150+ mods) — 8-16 GB and hungry for single-core speed. We don't reach that, and pretending otherwise would just get you a laggy server. That job wants a bigger, high-clock box.
If your plan is "survival world with friends, maybe a few quality-of-life plugins," Small or Medium is exactly right. If your plan is "the popular modpack everyone's playing," this is the wrong page and we'd rather say so.
The single-thread thing nobody mentions
Here's the part most game-hosting pages skip: Minecraft's server tick is largely single-threaded. More RAM doesn't fix lag once the CPU is the bottleneck — one core doing the world simulation is what sets your tick rate. That means clock speed matters more than core count for this specific workload.
On a shared-vCPU VPS — ours or anyone's — you don't get a guaranteed fixed clock. For a handful of players and a sane view-distance, you won't notice. Push the player count, the mob count, or a giant redstone contraption, and you will. If your server absolutely needs a guaranteed high-frequency core, that's dedicated hardware territory, not a shared plan. We'd rather you know that before you buy than blame the game after.
Making it run well anyway
Two settings in server.properties do most of the work:
view-distance— how many chunks around each player the server keeps loaded. Dropping from the default 10 to 6-8 cuts RAM and CPU noticeably with barely a visible difference.simulation-distance— how far entities and redstone actually tick. Lower it and the far edges of the world stop eating CPU.
Run Paper, not vanilla — it's the single biggest free win. And give Java a sensible heap (-Xmx a bit under your plan's RAM, leaving room for the OS). None of this is exotic; it's just the difference between a server that holds 20 TPS and one that stutters.
Picking the plan
| Setup | RAM you want | Plan |
|---|---|---|
| 1-5 friends, vanilla/Paper | 2-4 GB | Small ($8) |
| ~10 players, vanilla | 6-8 GB | Medium ($12), tight |
| Big modpack / big community | 8-16 GB+ | not a shared VPS |
For most "server for the friend group," Small is the honest starting point, and you move to Medium if the group grows or you pile on plugins. There's a step-by-step build in our guide on setting up a Minecraft server on a VPS — the systemd service, the firewall port, world backups, all of it.
Why here
You get full root, so it's your server — your JVM flags, your plugins, your backups, no panel deciding what you're allowed to change. Payment is crypto (USDC or USDT on Base, Ethereum, or Polygon), no KYC, no documents — reasonable when you just want a box for a Friday-night world. Root in about 60 seconds after payment.
The honest boundary, one more time: vanilla and Paper for a friend group on Small or Medium — great fit. A heavy modpack for a large community — not our plans, and we'll tell you that instead of selling you the disappointment. Ready? Pick a plan and you'll be editing server.properties in a minute.