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Custom ReHLDS Engine GameCustom ReHLDS Engine Game Server Hosting

Custom ReHLDS Server Hosting for Any GoldSrc Mod

Run any GoldSrc mod on ReHLDS, the reverse-engineered and bug-fixed rebuild of Valve's Half-Life server engine.

ReHLDS engineAny GoldSrc modrcon IP allowlistreslist / rescountMetamod-r & ReAPIİstanbul location
Game Servers

Choose your Game Server

Select from our wide range of optimized game servers. Each server is configured for maximum performance and comes with DDoS protection.

1. Plan Type

2. Location

3. Choose Plan

Premium
İstanbul

Bronze 4GB

4 GB DDR5 6000MHz RAM
4 vCore Ryzen 9950X CPU
50 GB NVMe SSD Samsung 990 PRO
DDoS Protection
$6.00/mo
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Premium
İstanbul

Silver 6GB

6 GB DDR5 6000MHz RAM
4 vCore Ryzen 9950X CPU
60 GB NVMe SSD Samsung 990 PRO
DDoS Protection
$8.63/mo
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Premium
İstanbul

Gold 8GB

8 GB DDR5 6000MHz RAM
4 vCore Ryzen 9950X CPU
70 GB NVMe SSD Samsung 990 PRO
DDoS Protection
$11.00/mo
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Premium
İstanbul

Platinum 10GB

10 GB DDR5 6000MHz RAM
4 vCore Ryzen 9950X CPU
100 GB NVMe SSD Samsung 990 PRO
DDoS Protection
$13.25/mo
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Premium
İstanbul

Diamond 12GB

12 GB DDR5 6000MHz RAM
4 vCore Ryzen 9950X CPU
110 GB NVMe SSD Samsung 990 PRO
DDoS Protection
$15.44/mo
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Premium
İstanbul

Emerald 16GB

16 GB DDR5 6000MHz RAM
6 vCore Ryzen 9950X CPU
120 GB NVMe SSD Samsung 990 PRO
DDoS Protection
$21.00/mo
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Premium
İstanbul

Xtreme 32GB

32 GB DDR5 6000MHz RAM
12 vCore Ryzen 9950X CPU
200 GB NVMe SSD Samsung 990 PRO
DDoS Protection
$38.00/mo
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Which Custom ReHLDS Engine Game Plan Is Right for You?

Compare recommended use, plan hardware and monthly prices.

PlanRecommended forHardwareMonthly price
Bronze 4GB32-player ReHLDS mod server (recommended)ReHLDS runs on a few hundred MB; even with plugins, 4 GB leaves wide headroom.4 vCore Ryzen 9950X · 4 GB DDR5 6000MHz · 50 GB NVMe SSD Samsung 990 PRO₺240.00/mo
Silver 6GBContent-heavy mod, many pluginsExtra room for large model and sound packs; same CPU as Bronze.4 vCore Ryzen 9950X · 6 GB DDR5 6000MHz · 60 GB NVMe SSD Samsung 990 PRO₺345.00/mo
Gold 8GBLarge map and log archive70 GB of NVMe for long-term archives; no difference in game speed.4 vCore Ryzen 9950X · 8 GB DDR5 6000MHz · 70 GB NVMe SSD Samsung 990 PRO₺440.00/mo
Platinum 10GBMore than ReHLDS needsOne engine process will not fill this memory; only for the 100 GB disk.4 vCore Ryzen 9950X · 10 GB DDR5 6000MHz · 100 GB NVMe SSD Samsung 990 PRO₺530.00/mo
Diamond 12GBMore than ReHLDS needsMore RAM on the same 4 vCores does not make GoldSrc any faster.4 vCore Ryzen 9950X · 12 GB DDR5 6000MHz · 110 GB NVMe SSD Samsung 990 PRO₺617.50/mo
Emerald 16GBNot recommendedExtra vCores add nothing to the single-threaded ReHLDS game loop.6 vCore Ryzen 9950X · 16 GB DDR5 6000MHz · 120 GB NVMe SSD Samsung 990 PRO₺840.00/mo
Xtreme 32GBNot recommended32 GB RAM and 12 vCores are nowhere near what any GoldSrc mod needs.12 vCore Ryzen 9950X · 32 GB DDR5 6000MHz · 200 GB NVMe SSD Samsung 990 PRO₺1520.00/mo

Why TheCrewHost for Custom ReHLDS Engine Game?

The features stock HLDS lacks, and the real reasons to run ReHLDS in the first place.

A reverse-engineered engine

ReHLDS rebuilds HLDS build 6152/6153 from the debug info embedded in the Linux engine file. Many bugs and potential crashes were fixed along the way, and the plugin API was extended.

rcon locked to IPs and CIDRs

With rcon_adduser you grant rcon access only to specific IP addresses or CIDR ranges. Even if the password leaks, an address outside the list cannot send commands.

Precache diagnostics with reslist

rescount prints the total of precached resources and reslist breaks them down by model, sound, decal and event. On content-heavy mods you quickly find the map pushing GoldSrc's precache limits.

Edit maps with .ent files

With sv_use_entity_file enabled, the engine reads mapname.ent from the maps folder. Change spawns and entities without recompiling the map, and optionally have the file generated for you.

Metamod-r and ReAPI

Metamod-r is the Metamod build recommended with ReHLDS API 3.1 and later. The ReAPI module exposes ReHLDS hooks to AMX Mod X plugins, and many current plugins depend on it.

Pinnable ReHLDS version

ReHLDS binaries are installed from the official GitHub releases and can be pinned to a specific version. Back up in the panel before trying a new release and you can step back instantly.

Custom ReHLDS Engine Game hosting at TheCrewHost starts at ₺240.00 ($6.00) a month and gives you a GoldSrc server in İstanbul, on Ryzen 9 9950X hardware, where HLDS's engine binaries are replaced with ReHLDS. Because ReHLDS works at the engine level, it is not a Counter-Strike-only affair: Half-Life Deathmatch, Team Fortress Classic, Day of Defeat, Opposing Force or a third-party mod you upload over SFTP all benefit from the same fixes, extra cvars and extended plugin API. Players install nothing and connect with standard clients. If you want Valve's engine left exactly as shipped, see our sibling Custom HLDS Engine Game environment.

What is ReHLDS, and what does Custom ReHLDS Engine Game enable?

ReHLDS is a reverse-engineered, bug-fixed rewrite of Valve's Half-Life Dedicated Server engine. Its developers rebuilt HLDS build 6152/6153 from the debug information embedded in engine_i486.so in the Linux HLDS, fixed a long list of defects on the way and added an extended API for mod and plugin authors. The project moved to the MIT license in July 2025 and is still actively developed.

The Custom ReHLDS Engine Game environment offers that engine without tying it to one game. The server first installs HLDS and your chosen game folder from SteamCMD, then replaces Valve's engine files with the ReHLDS binaries. As a result, Half-Life Deathmatch in the valve folder, tfc, dod, gearbox or a mod you upload yourself all run with the same engine fixes.

One distinction is worth making clear: ReHLDS is the engine, not the game rules. ReGameDLL_CS is specific to Counter-Strike, so if that is what you are after, our CS 1.6 ReHLDS page is the right place. On other GoldSrc mods you gain the engine fixes, new cvars and the ReHLDS API.

Which HLDS build does it need, and why keep validation off?

ReHLDS is fully compatible with the HLDS build from before Valve's Half-Life 25th Anniversary update, meaning installs with engine version 8684 or lower. That build lives on the steam_legacy beta branch in SteamCMD, and it is the branch a ReHLDS environment should use. The current public branch, and very old 5xxx builds from the hldsupdatetool era, do not work with ReHLDS.

The second point is SteamCMD validation. The validate option compares files against Valve's originals and restores anything that differs. The engine files ReHLDS puts in place naturally differ, so with validation on, an update can quietly revert your server to stock HLDS. That is why validation during updates is best left off on ReHLDS installs.

A practical habit: after HLDS or the game folder updates, check the console output to confirm the server still starts on ReHLDS, and back up in the panel before moving to a new ReHLDS release. ReHLDS Linux releases are signed with GPG, so if you ever update the files by hand, you can verify the signature.

ReHLDS tools for content-heavy mods

The most familiar headache on GoldSrc mods is the precache limit: when a map and its plugins try to load too many models, sounds or decals in total, the server errors out. On a stock engine, finding the culprit is guesswork. On ReHLDS, rescount shows the total number of precached resources, and reslist lists them one by one, split into sound, model, decal, generic and event. You can pin down the map or plugin pushing the limit in minutes.

sv_use_entity_file makes map tweaks easy. At 1, the engine uses mapname.ent from the maps folder instead of the map's original entities; at 2, it also creates the file when it does not exist. That lets you move spawn points, weapons or triggers without recompiling the map.

sv_auto_precache_sounds_in_models precaches sounds attached to models automatically. sv_rehlds_allow_large_sprays permits logos larger than 64×64, while sv_delayed_spray_upload defers spray uploads until after players enter the game, which shortens connection time. sv_tags adds tags to your server so it can be filtered in server browsers.

How do you set up rcon restrictions, speedhack detection and flood guards?

The least known but most valuable security feature in ReHLDS is the rcon user list. As soon as you add an IP address or CIDR range with rcon_adduser, rcon is accepted only from those addresses; rcon_users shows the list and rcon_deluser removes an entry. With the list empty, behavior matches classic HLDS, so anyone with the right password can send commands.

Speedhack detection uses the sv_rehlds_movecmdtime family. You decide how far a client's game clock may drift from the server's, the speed-up and slow-down ratio limits, and the penalty. The warning count defaults to -1, so detection ships disabled; observing your server for a few evenings before enabling it avoids false positives.

For command and download floods, rate limits for movement and string commands plus the dlfile settings are ready to use. sv_reconnect_timeout stops cheat clients that never reconnect after a map change from squatting on slots, and malformed compressed file transfers are punished through the sv_net_incoming_decompression settings.

How do Metamod-r, AMX Mod X and ReAPI fit together?

The plugin chain on ReHLDS follows the same logic as on stock HLDS, only with parts that are more at home. The first link is Metamod-r: its developers recommend running it with ReHLDS API 3.1 or later, and its core, written with a JIT compiler, is faster than classic Metamod. You point the gamedll_linux line in the mod's liblist.gam at Metamod-r.

The second link is AMX Mod X and the third is the ReAPI module. ReAPI exposes ReHLDS hooks to AMX Mod X plugins, and on Counter-Strike it adds ReGameDLL hooks as well. The module file goes into AMX Mod X's modules folder and should appear in the module list in the console.

One warning: ReHLDS is built with different compilers than Valve's files, so it is not binary compatible with them. Plugins that scan engine machine code, Orpheu being the classic example, will most likely fail. If a plugin your mod cannot live without works that way, the stock HLDS environment is the safer pick.

Which plan is enough, and how do players connect?

ReHLDS needs no more memory than stock HLDS; a GoldSrc server stays at a few hundred megabytes even when full. That makes Bronze 4GB enough for almost any mod. The game loop runs on a single thread, so core speed is what counts, and every plan from Bronze to Diamond offers the same 4 vCores. Only look at bigger plans when very large content archives need the disk.

On the player side, ReHLDS is invisible. It is compatible with standard clients, so nobody installs anything: players launch the game or mod the server runs, open the console, type connect and enter IP:port. Port 27015 is the default game port, and your panel shows the exact address. For third-party mods, players still need the same version of the mod as the server.

A server in İstanbul gives players connecting from Türkiye low latency. Adding the mod's name and a ReHLDS tag through sv_tags helps the right players find you in the browser.

How to Set Up a Custom ReHLDS Engine Game Server

  1. 1

    Start on Bronze 4GB

    Most GoldSrc mods on ReHLDS run comfortably on Bronze 4GB. Move to Silver or Gold for disk only if your content archive is very large.

  2. 2

    Let the engine swap complete

    After payment clears, HLDS and your game folder are installed, the engine files are swapped for ReHLDS, and the server appears at gamepanel.hostingmerkezi.net.

  3. 3

    Confirm the game folder and legacy branch

    In the startup settings pick the game folder (valve, tfc, dod or your own mod), and make sure you are on steam_legacy with update validation left off.

  4. 4

    Build the plugin chain: Metamod-r, AMXX, ReAPI

    Place Metamod-r and AMX Mod X under addons over SFTP, add the ReAPI module to the modules folder, point gamedll_linux at Metamod-r and confirm with meta list.

  5. 5

    Lock down security

    Set a strong rcon_password in server.cfg, add your own IP range with rcon_adduser and tune the flood guards to your server's traffic.

  6. 6

    Share the address and keep watch

    Share the IP:port with your community. In the first days, follow precache and plugin warnings with reslist and the console output.

Frequently Asked Questions

What people ask most before hosting a GoldSrc mod on the ReHLDS engine.

How much does Custom ReHLDS server hosting cost?
Plans start at ₺240.00 ($6.00) a month for Bronze 4GB, with 4 GB of DDR5 RAM, 4 vCores on a Ryzen 9 9950X and 50 GB of NVMe storage. There are 7 plans for this environment, yet a GoldSrc mod on ReHLDS barely fills even the entry plan. Bigger plans add disk space, not performance.
Does ReHLDS need more RAM than stock HLDS?
No. ReHLDS uses about as much memory as stock HLDS, a few hundred megabytes even with plugins, so Bronze 4GB is the plan to pick. The game loop runs on one core and the CPU is identical from Bronze to Diamond. Consider Silver or Gold only for large content packs or long archives.
Should I choose ReHLDS or stock HLDS?
If you are building a plugin-heavy public server, ReHLDS's bug fixes, rcon IP list, flood and speedhack guards and ReAPI support pay off directly. Choose the Custom HLDS Engine Game environment if you want the current build from Valve's 25th Anniversary update, or if you rely on a plugin that scans engine code.
Will my plugins work on ReHLDS?
The vast majority of Metamod and AMX Mod X plugins work fine; ReHLDS is designed to stay compatible with standard HLDS. The exception is plugins that scan engine machine code, such as Orpheu-based ones, which will likely fail because ReHLDS is built with different compilers. If a plugin's description asks for ReAPI, this environment is exactly what it needs.
How long does setup take?
Installation starts automatically once payment is confirmed: HLDS and the game folder download from SteamCMD, then the ReHLDS engine files are put in place. GoldSrc files are small, so it is quick. For a third-party mod, upload its folder over SFTP after the install and update the game folder setting.
Do players need to install anything for ReHLDS?
No. ReHLDS is compatible with standard clients; players launch the game the server runs, open the console and type connect with the IP:port, and the default port is 27015. The only requirement is that, for third-party mods, players have the same mod version as the server. Nobody will notice the engine is ReHLDS unless you tell them.
Will an HLDS update break ReHLDS?
It can if validation is on. SteamCMD's validate option replaces files that differ from Valve's originals, and the ReHLDS engine files are among them. Keep validation off during updates and make sure the server stays on the steam_legacy branch. Checking the console output after an update is the easiest way to confirm the engine is still ReHLDS.
Where are my backups, and how do I roll back?
Automatic backups are on by default, and the panel adds manual ones whenever you ask. The safest routine is a manual backup before changing the ReHLDS version, installing a new Metamod-r or ReAPI release, or editing map entities through .ent files. Should something break, a panel restore puts the old setup back.
Is there DDoS protection, and does ReHLDS add any security?
Yes. Network-level attacks are handled by the free DDoS protection bundled with every plan. ReHLDS adds measures at the game layer on top: limit rcon access to an IP or CIDR list, put rate limits on command and download floods, and optionally turn on speedhack detection. Together they protect both the network and the game.
Can I upgrade my plan later?
Upgrading is possible at any point, but on ReHLDS it will not speed up the game, since the engine runs on one core and the CPU is the same from Bronze to Diamond. Upgrade when a content-heavy mod or long log and demo archives actually start filling your disk.

İstanbul Location,
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Our İstanbul datacenter runs on Ryzen 9 hardware, delivering low latency to players in Türkiye and good connectivity to Europe, the Middle East and the Caucasus.

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