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Blueprints

A Blueprint is a declarative configuration file that defines the full runtime specification for how a game server should be run.

SLS uses Blueprints to create server instances. You provide a Blueprint ID, and SLS provisions the server based on that definition.

Because Blueprints are fully declarative and reproducible, a single Blueprint can be used to create unlimited identical server instances. Each instance will behave consistently and remain isolated from others, making scaling and deployment predictable across the system.

What a Blueprint defines

  • What server software to use
  • Which version to run
  • How much CPU, RAM, and disk it can use
  • What Docker image to run it in
  • What files and folders the server needs
  • What environment variables and configs to apply
  • What should happen when the server starts or stops

For examples see Blueprint examples.

In this section

PageWhat it covers
Introduction (this page)What Blueprints are and how SLS uses them
Creating blueprintsHow to author a Blueprint YAML file: metadata, server, state, persistence, annotations
Examples overviewBlock Hunt, vSLS, plugins, volumes, config patches, and more