Run the archived open-source LeagueSandbox GameServer project on a server in İstanbul for personal study and experiments, after reading its status and legal context below.

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Compare recommended use, plan hardware and monthly prices.
| Plan | Recommended for | Hardware | Monthly price |
|---|---|---|---|
| Bronze 4GB | Recommended: one match, up to 10 playersPlenty for a one-match .NET server; 50 GB of disk covers builds and logs. | 4 vCore Ryzen 9950X · 4 GB DDR5 6000MHz · 50 GB NVMe SSD Samsung 990 PRO | ₺240.00/mo |
| Silver 6GB | Developers working on the sourceA bit more space for several build outputs and experimental branches. | 4 vCore Ryzen 9950X · 6 GB DDR5 6000MHz · 60 GB NVMe SSD Samsung 990 PRO | ₺345.00/mo |
| Gold 8GB | Not neededThe server runs a single match at a time; extra memory changes nothing. | 4 vCore Ryzen 9950X · 8 GB DDR5 6000MHz · 70 GB NVMe SSD Samsung 990 PRO | ₺440.00/mo |
| Platinum 10GB | Not neededFar beyond what an archived test project needs. | 4 vCore Ryzen 9950X · 10 GB DDR5 6000MHz · 100 GB NVMe SSD Samsung 990 PRO | ₺530.00/mo |
| Diamond 12GB | Not recommendedCapacity unrelated to how this project actually uses resources. | 4 vCore Ryzen 9950X · 12 GB DDR5 6000MHz · 110 GB NVMe SSD Samsung 990 PRO | ₺617.50/mo |
| Emerald 16GB | Not recommended6 vCores and 16 GB sit idle on a one-match emulator. | 6 vCore Ryzen 9950X · 16 GB DDR5 6000MHz · 120 GB NVMe SSD Samsung 990 PRO | ₺840.00/mo |
| Xtreme 32GB | Not recommendedLeagueSandbox cannot use this hardware; spend the budget on another project. | 12 vCore Ryzen 9950X · 32 GB DDR5 6000MHz · 200 GB NVMe SSD Samsung 990 PRO | ₺1520.00/mo |
Hosting that is upfront about an archived emulator project while giving anyone who runs it the file access they need.
Player IDs, champions, teams, skins and summoner spells are set in Settings/GameInfo.json. The match only accepts players who are registered in that file.
Toggle mana costs, cooldowns, cheat commands and minion spawns with the MANACOSTS_ENABLED, COOLDOWNS_ENABLED, CHEATS_ENABLED and MINION_SPAWNS_ENABLED flags.
GameServerConsole is a console application compiled with .NET that reads the data package in the Content folder. The Ryzen 9 9950X's single-core speed handles a one-match load easily.
Watch in the panel console whether the server reaches its Game is ready line, whether players connect, and any missing-content warnings, as they happen.
The panel's automatic backups protect your modified source code, the Content folder and the settings files, and you can always pull a local copy over SFTP.
Every plan includes free DDoS protection. Sharing connection details only with the players defined in the match also keeps unnecessary traffic away.
LeagueSandbox server hosting at TheCrewHost starts at ₺240.00 ($6.00) per month, and the entry plan's 4 GB of DDR5 RAM and Ryzen 9 9950X are more than enough for this lightweight .NET application, which runs a single match. LeagueSandbox is an open-source community project that set out to rebuild, in C#, a game server that talks to League of Legends' old 4.20 client. It has no connection to Riot Games and has been archived since September 2022. Your server runs in İstanbul, and GameInfo.json in the Settings folder defines players, champions and match rules. Before ordering, please read the status and licensing section below.
LeagueSandbox is an open-source project that aimed to write, from scratch, a game server able to communicate with League of Legends' 4.20 client from the 2014 era. It describes itself as a .NET port and continuation of the earlier IntWars effort, it is written in C#, and it is not official Riot Games software.
The word sandbox explains the goal. The project is an experimental space for developers who want to study game mechanics by changing match rules freely, try champion abilities at the script level, and learn how a MOBA server works under the hood. In the default settings, cheat commands are on while mana costs and cooldowns are off.
The project never reached a beta release, so many champions, items and systems are missing or only partly work, and you should not expect a complete game experience. LeagueSandbox offers no matchmaking, no account system and no public server network; each match starts for players defined in advance in GameInfo.json.
The LeagueSandbox GameServer repository has been archived and closed to contributions since September 2022. According to the statement its maintainer added to the repository, Riot Games sent him a cease and desist on August 9, 2022 on copyright grounds, demanding that the repository and its Discord server be taken down. The maintainer said he did not believe the repository infringed and that he had never operated a private League of Legends server, acknowledged Riot's right to enforce its copyrights, and chose to archive the project.
The code is published under the AGPL-3.0 license. If you run modified code on a network server, that license obliges you to make your changes available as open source too.
League of Legends and its client are Riot Games' intellectual property. TheCrewHost does not provide or distribute any League of Legends client files, and this project is not endorsed by Riot. Before running the server, it is your responsibility to make sure your use complies with Riot's terms of service and applicable law. We only recommend personal, non-commercial study and learning use.
In LeagueSandbox, the whole match is defined in GameInfo.json inside the Settings folder. Each entry in the players array is one player, with fields such as playerId, blowfishKey, name, champion, team, skin, summoner1, summoner2, rank and icon. Rune and talent fields live in the same entry, and the template bluntly says not to touch them unless you know what you are doing.
In the game section, map picks the map, gameMode the game mode and dataPackage the data package, with template defaults of 1, CLASSIC and LeagueSandbox-Scripts. The gameInfo section holds the testing flags: MANACOSTS_ENABLED, COOLDOWNS_ENABLED, CHEATS_ENABLED, MINION_SPAWNS_ENABLED and IS_DAMAGE_TEXT_GLOBAL.
Two settings are critical on a server. CONTENT_PATH in GameInfo.json must point to the Content folder next to the compiled server. autoStartClient in GameServerSettings.json must be false, because there is no game client to launch on a remote machine. Restart the server after making changes.
Bronze 4GB is enough for LeagueSandbox. The server runs one match at a time, and that match is limited to the player entries you define in GameInfo.json, so even a classic 5v5 layout is a small load. Larger plans add nothing meaningful here; only look at the next tier if you want disk space for build output, several source branches and long logs.
The server is GameServerConsole, compiled from source with .NET, and it listens on the port shown in the panel; the project's own documentation uses 5119 as the default. The data package sits in the Content folder, pulled in from the repository's submodules.
Because the project is archived, no bug fixes or new features are coming. If you hit a problem, the way forward is to study the code yourself and share your changes as AGPL-3.0 requires. You can edit the source over SFTP and rebuild, and the panel's automatic backups keep your changes safe.
To connect to LeagueSandbox, players launch the old 4.20 client from the command line with the server's IP address, the port, their own blowfishKey and their playerId. In the project's documentation, the example passes these as 127.0.0.1 5119, the key and 1; on a remote server you replace 127.0.0.1 with the server IP and 5119 with the port assigned in the panel.
If the key and player number sent by the client do not match an entry in GameInfo.json, the connection fails. That means each player needs their own playerId and key, sent to them individually. There is no public server list; the server only waits for the participants you defined.
Client files are not part of the project and are not provided by TheCrewHost. Taking Riot Games' terms into account regarding where a client comes from and how it is used is each participant's own responsibility. With the server in İstanbul, developers connecting from Türkiye see low latency while testing.
We covered the archive status and Riot Games' position above; make sure your use complies with the relevant terms. The entry plan is enough for a one-match load.
Your server is prepared automatically after payment. In the file manager, confirm that GameServerConsole, the Settings folder and the Content folder are all in place.
Set CONTENT_PATH in GameInfo.json to Content and autoStartClient in GameServerSettings.json to false. Otherwise the server cannot find content or tries to launch a client.
Add playerId, blowfishKey, champion and team for every participant in the players array, and choose mana, cooldown, cheat and minion behavior with the gameInfo flags.
Once the console shows Game is ready, send each participant the IP, port, their own key and their playerId individually.
Straight answers about LeagueSandbox: project status, legal context, the plan you need and how connecting works.
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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