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To cluster Path of Titans servers, run at least two dedicated community servers with unique server identities and ports, then start every member with -Database=Remote while authenticating them with the same Alderon Games account. That Remote database is the shared persistence layer: players can move between linked servers and keep their character data.
This is Alderon’s server hiving feature, not official-server matchmaking. You remain responsible for the machines or hosting service, network reachability, updates, backups, rules, mods and compliance for every community server in the cluster.
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What a Path of Titans cluster actually is
A cluster is a group of two or more dedicated community servers connected to one shared Remote database. Each process is still an individual server with its own name, port, map and configuration, but the linked database allows player data to be available across the group.
Alderon describes server hiving as a way to “link multiple servers together to create a shared database of player data, so players can jump between linked servers.” In practice, the database connection—not a shared installation folder or a copied save file—is what makes the cluster work.
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- Cooperative deck-building game
- Play as one of eight different heroes, each with a unique Special ability
- Move your hero from location to location to gather the cards you need to stop the Titans!
- Compatible with previous and future Cerberus game engine releases
- Ages 15 & up, 1-5 players
- Server hiving: the supported term for linking community servers.
- Remote persistence: enabled with
-Database=Remote; it is the shared state used by the cluster. - Separate identities: every member requires its own UUIDv4-style
ServerGUID. - Separate endpoints: every running member needs a distinct, reachable game port.
- Shared ownership: Remote-linked servers must authenticate with the same Alderon account, and that account must own the game.
The result is not one giant process. It is a set of independently running servers that agree on where player persistence lives.
Requirements before you build
Dedicated server software
Download and update the dedicated files with AlderonGamesCmd. Alderon’s setup documentation covers Windows, macOS and Linux and uses the path-of-titans game identifier. Keep every cluster member on compatible server builds; using the production branch is the sensible default unless you have a documented reason to select another branch.
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Authenticate both AlderonGamesCmd and PathOfTitansServer with an Alderon account that owns Path of Titans. For Remote database hiving, use that same account on every member. A different account on one server prevents the group from meeting the shared-account requirement.
One unique identity per server
Generate a different UUIDv4-style value for each member and assign it to ServerGUID. Never duplicate a GUID. The GUID identifies the server independently of its display name or physical machine, so copying one server’s identity can create collisions and unreliable cluster behavior.
Ports, firewall and address planning
Give each process its own game port. Alderon’s example uses -Port=7777; a second member must use another available port. Open the selected ports in the host firewall and configure NAT or port forwarding when the servers sit behind a router. The address and port advertised to players must be reachable from outside your network.
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If a firewall, relay or DDoS-protection service presents a different public address, use the documented -ServerListIP option so the server list advertises the address players should actually contact. A process can be running normally and still be unusable if the advertised endpoint is wrong.
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A hosting decision
You can operate the machines yourself or use a Game Server Provider (GSP). Self-hosting gives direct control but requires dedicated software, port forwarding and ongoing operations. A GSP charges a recurring fee and handles more of the infrastructure. Whichever route you choose, confirm that the service explicitly supports Alderon’s dedicated server software and the Remote database workflow before committing.
How to set up a two-server cluster
The following sequence is deliberately conservative: establish identities and connectivity first, then turn on shared persistence, then test a player transfer before announcing the cluster.
- Choose the hosting layout. Decide whether both members will run on one capable machine, on separate machines, or through a GSP. Two processes on one host still need separate ports and separate GUIDs. Separate hosts need network rules on each host.
- Install AlderonGamesCmd. Follow Alderon’s platform-specific setup for Windows, macOS or Linux. Select the
path-of-titansgame identifier and install the production server branch unless your planned test requires another branch. - Update both installations. Bring every member to a compatible build before connecting them. Record the build used for each process so an update can be rolled out consistently rather than changing one member while the other remains on an incompatible version.
- Authenticate the tools and server processes. Log AlderonGamesCmd and PathOfTitansServer in with the same Alderon account that owns the game. Do not substitute a second account for the second member when you intend to use Remote hiving.
- Create server identities. Generate one UUIDv4-style value for server A and another for server B. Store the mapping in your operating notes so a restart does not accidentally receive the wrong identity. A display name such as “North” or “South” is not a substitute for a unique GUID.
- Assign ports. For example, you might reserve
-Port=7777for server A and a different free port for server B. The exact second number depends on your network plan; what matters is that no two active members bind the same port on the same host and that each public endpoint is forwarded correctly. - Configure reachability. Add inbound firewall rules and router forwarding for each game port. If players should connect through a relay or protected address, set
-ServerListIPto the documented public address. Test from a network outside the host’s local LAN instead of relying only on a local connection. - Enable the shared database on every member. Include
-Database=Remotein the launch configuration for server A and server B. Remote is the mode Alderon recommends for multiple servers because it shares data and helps avoid data loss if a local server folder is removed. - Keep the account and Remote settings symmetrical. Verify that every member uses the same Alderon account and Remote mode. A single member left on local persistence is not part of the shared save system, even if its name and map make it look like a cluster member.
- Give players a clear map of the cluster. Use distinct names and explain each member’s role, map or rules in your community documentation. If the intended experience is continuous, align gameplay settings, mods and administrative policies rather than assuming the database will synchronize those choices.
- Run a transfer test. Join server A, create or update a character, leave using the normal in-game flow, then join server B and check that the expected character data appears. Repeat in the opposite direction. This is an operator acceptance test; do not advertise the cluster until the result is reliable.
- Document recovery. Record launch arguments, GUID-to-server assignments, ports, account ownership, mod versions and restart procedures. Establish a backup schedule for the Remote data and test how you would restore it before a real incident.
Example argument sets
The important arguments are the same on both members, while identity and endpoint values differ:
Server A: -Database=Remote -ServerGUID=<unique-uuid-a> -Port=7777
Server B: -Database=Remote -ServerGUID=<unique-uuid-b> -Port=<different-port>
Add -ServerListIP=<public-address> when your firewall, relay or DDoS-protection design requires an advertised address different from the machine’s local address. The placeholders above describe values you must generate or choose; they are not literal credentials or GUIDs.
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What Remote database hiving does—and does not do
What players gain
Players can jump between linked community servers while retaining cross-server character saves. That is the central benefit: a character created or advanced on one hived member can be available when the player joins another member in the same group.
What remains independent
Community servers remain configurable individually. Alderon allows owners to set rules, assign administrators, install mods and choose maps and gameplay settings. Those controls do not automatically become identical just because the persistence layer is shared. A cluster can therefore feel inconsistent if one member has different mods, progression rules, administrator policies or map goals.
Describe those differences in the server names and welcome text. If players are expected to move freely, keep the elements that affect character continuity aligned and announce planned changes before applying them.
What it is not
Server hiving does not turn community servers into official matchmaking, and it does not remove the need to run each dedicated process. Every member still needs its own identity, port, configuration and operational monitoring.
Self-hosting versus a Game Server Provider
Alderon supports either self-hosting or working with a GSP. The right choice depends on how much infrastructure work you want to own and how much control you need.
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| Decision area | Self-hosting | Game Server Provider |
|---|---|---|
| Cost model | Uses your own hardware and network; hardware and connectivity are your responsibility. | Uses a recurring service fee; verify the provider’s current price and contract. |
| Control | Direct control over files, launch arguments, mods, restart timing and network layout. | Control is mediated by the provider’s panel, policies and available settings. |
| Patching and restarts | You install updates, coordinate compatible builds and schedule restarts. | The provider may automate more of this; confirm exactly what is automated and who approves updates. |
| Network and DDoS work | You handle port forwarding, firewall rules, public addressing and protection. | The provider supplies its network layer; confirm exposed ports, DDoS coverage and the address players must use. |
| Latency and location | You choose the machine’s physical location and internet route. | You choose from the provider’s available regions; check the actual region list before purchase. |
| Backups and recovery | You design, store and test backups for the Remote data. | Ask whether backups are included, where they are stored and how restoration works. |
| Support | Troubleshooting is your responsibility unless you have a separate administrator or network vendor. | You receive the provider’s support process and response policy; verify that it covers Alderon server hiving. |
| Remote database compatibility | You can configure the documented -Database=Remote workflow directly. |
Confirm explicit support for Remote database hiving before ordering; generic game-server hosting is not proof of compatibility. |
A GSP reduces the amount of machine and network administration, but it does not remove the need to coordinate GUIDs, ports, account authentication, Remote settings, mods and rules. Self-hosting is viable when you can maintain a reachable host and a tested recovery process.
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Updates
Keep all members on compatible builds and plan updates as a cluster-wide change. Alderon notes that AlderonGamesCmd does not currently update itself, so include the command-line tool in your maintenance checklist. After an update, start each member, inspect logs and repeat the cross-server character test if the release changes persistence or networking.
Restarts and health checks
Monitor whether each process is running, listening on the expected port and still authenticated. Alderon documents automated restart settings; use them only after testing the restart behavior with your own mods and configuration. A restart policy cannot repair a bad port, expired authentication token or inaccessible database.
Backups
Treat Remote as shared state. Keep versioned backups, record when each backup was taken and practice restoring to a controlled environment. Avoid unsupported simultaneous manipulation of the database from multiple administrative tools or processes. The official documentation establishes Remote sharing; backup frequency and restore drills are prudent operating safeguards rather than a replacement for Alderon’s instructions.
Configuration drift
Maintain a per-member inventory containing:
- Server name and purpose
- ServerGUID
- Game port and advertised address
- Server build and AlderonGamesCmd version
- Mods and their versions
- Map, rules, gameplay settings and administrators
- Restart schedule and last successful transfer test
This inventory makes it easier to identify why two hived servers feel different or why one member stopped accepting connections.
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Troubleshooting by symptom
The second server does not appear reachable
- Confirm that it is listening on its unique port.
- Check host firewall and router forwarding rules.
- Verify that the server list advertises the correct public address; configure
-ServerListIPwhen a relay, firewall or protection layer changes that address. - Test from outside the hosting network.
A character is missing after moving servers
- Check that both members use
-Database=Remote. - Confirm that both processes authenticate with the same Alderon account that owns the game.
- Make sure the player completed a normal leave before the test join.
- Check database access and process logs, then repeat the test after resolving the configuration difference.
Two members behave as if they are the same server
Inspect ServerGUID first. Every member must have a unique UUIDv4-style value. Also verify that the ports are distinct and that one installation did not inherit the other’s identity files.
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Compare server builds, mods and gameplay configuration. Bring members to compatible versions, restart them in a planned window and run the transfer test again. Do not assume that a successful process start means persistence and gameplay settings are aligned.
Remote mode fails during startup
Recheck account authentication, ownership of the game, network access to the Remote service and the exact launch argument spelling. If a GSP hosts the process, ask its support team to confirm that Remote database hiving is supported rather than troubleshooting it as a generic local server.
Rules, moderation and player communication
Community-server owners may assign administrators, publish rules and install mods, but those controls operate under Alderon’s Terms of Service and Server Hosting Agreement. Review those agreements before launch and keep moderation policies consistent with them.
Publish a short cluster guide for players that states:
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- What each map or role is for
- Whether rules, mods or progression settings differ
- How players should leave one server before joining another
- Where to report connection, character or moderation problems
Clear disclosure prevents players from treating a shared character database as a promise that every rule or mod is identical.
Current self-hosting status
In a May 2026 development update, Alderon said that a player who hosts their own server must currently download the dedicated server software, run it on a machine and forward ports, among other tasks that are complex for many players. The same update said NAT punch-through and invite-based hosting were being developed with cross-play goals.
Those planned improvements do not change the production setup described here: clustering currently uses dedicated server software, reachable network endpoints, unique server identities and Remote database hiving. Do not plan a launch around invite-based hosting until Alderon announces that feature as available for your platform and server workflow.
Quick Recap
Launch checklist
- Two or more dedicated server installations are on compatible builds.
- AlderonGamesCmd and PathOfTitansServer authenticate with one game-owning Alderon account.
- Every member has a unique UUIDv4-style
ServerGUID. - Every member has a distinct game port and a reachable advertised address.
- Every member uses
-Database=Remote. - Firewall, NAT, relay or DDoS-protection rules have been tested externally.
- Names, maps, mods, rules and administrator policies are documented for players.
- Remote-data backups and a tested restore procedure exist.
- Cross-server character transfer has been tested in both directions.
- Restart, update, monitoring and incident contacts are written down.
- Community-server operation follows Alderon’s Terms of Service and Server Hosting Agreement.
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