Zudoku
Use Cases

Game Servers

Start heavy gaming workloads in milliseconds, and scale them to zero when the session is empty.

Empty session, no server

Shut the server down when the last player leaves and bring it back in milliseconds when someone joins.

restart in < 10 ms
Inject configuration with ease

Per-world config and mods are mounted onto the instance rather than baked into a new image each time.

change config without rebuilding image
Run as many as you like

One instance per world or match, isolated as a VM; the platform is built for that scale.

100K+ microVMs / server
Server image

Game binary, assets, mod loader

snapshot once
Template

World loaded and warm, snapshotted once

< 10 ms each
+ config per world
world
eu-survival
world
creative
match
ranked-2f9
...empty worlds scaled to zero, volumes kept
One image, one template, one instance per world: asleep between sessions, back in milliseconds when a player connects.

Watch the video to see ten Minecraft worlds kept ready at once, with only the world in play actually running.


Under the hood

The platform features this use case is built on.

Snapshot memory and volume state after the heavy load stage so a world resumes in milliseconds.

Persist world state between scale-to-zero cycles.

Restrict what the server can reach and inject the secrets it needs.

Run your first game server now

Sign up to Unikraft Cloud and follow the guide to run your first game server

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