An ultra-light NanoLimbo server with no world, no plugins and no extras, built only to keep players connected, covering 1.7 through current releases in a single jar.

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







Compare recommended use, plan hardware and monthly prices.
| Plan | Recommended for | Hardware | Monthly price |
|---|---|---|---|
| Bronze 4GB | Almost any network; 1,000+ waiting players4 GB is generous for a worldless, plugin-free limbo; remember to raise maxPlayers. | 4 vCore Ryzen 9950X · 4 GB DDR5 6000MHz · 50 GB NVMe SSD Samsung 990 PRO | ₺240.00/mo |
| Silver 6GB | Rarely needed; extra JVM headroomThe added memory mostly sits idle; your main server is a better place for that budget. | 4 vCore Ryzen 9950X · 6 GB DDR5 6000MHz · 60 GB NVMe SSD Samsung 990 PRO | ₺345.00/mo |
| Gold 8GB | Heavy traffic from several proxiesSome comfort for JVM buffers on large multi-proxy networks; CPU is still 4 vCores. | 4 vCore Ryzen 9950X · 8 GB DDR5 6000MHz · 70 GB NVMe SSD Samsung 990 PRO | ₺440.00/mo |
| Platinum 10GB | Unnecessary: NanoLimbo won't use itSame 4 vCores and largely idle RAM; we do not recommend it for NanoLimbo. | 4 vCore Ryzen 9950X · 10 GB DDR5 6000MHz · 100 GB NVMe SSD Samsung 990 PRO | ₺530.00/mo |
| Diamond 12GB | Unnecessary: more RAM adds no speedExtra memory does not meaningfully change how many players can wait. | 4 vCore Ryzen 9950X · 12 GB DDR5 6000MHz · 110 GB NVMe SSD Samsung 990 PRO | ₺617.50/mo |
| Emerald 16GB | Huge network, thousands of connectionsSix vCores let you raise workerGroup and absorb big restart waves. | 6 vCore Ryzen 9950X · 16 GB DDR5 6000MHz · 120 GB NVMe SSD Samsung 990 PRO | ₺840.00/mo |
| Xtreme 32GB | Not recommended: overkill for NanoLimboRather than giving 12 vCores to a limbo, put those resources into game servers. | 12 vCore Ryzen 9950X · 32 GB DDR5 6000MHz · 200 GB NVMe SSD Samsung 990 PRO | ₺1520.00/mo |
Everything needed to keep your network populated through restarts, maintenance and crashes, and nothing more.
NanoLimbo uses a fixed thread pool instead of a thread per player and processes only the packets it must, so even thousands of waiting players use a sliver of memory.
It accepts clients from 1.7.x through 1.21.x plus 26.1 and 26.2 with the same file, so players on any of those versions can drop into your fallback server.
Set the infoForwarding type in settings.yml to NONE, LEGACY, MODERN or BUNGEE_GUARD to connect NanoLimbo safely to a BungeeCord or Velocity network.
The title, bossBar, joinMessage and headerAndFooter sections all accept MiniMessage, so maintenance notices can land on screen with gradients and formatting.
The traffic section catches oversized packets and abnormal packet rates and drops those connections, while free DDoS protection filters network-level attacks upstream.
NanoLimbo's whole identity lives in settings.yml; automatic backups protect it and your forwarding key, and SFTP lets you pull a fresh copy in seconds.
NanoLimbo server hosting at TheCrewHost starts at $6.00 (₺240.00) per month and adds an extremely lightweight limbo to your network that keeps players connected while the main server is down. Written by Nan1t in Java with Netty, NanoLimbo has no world, plugins or mobs; it holds players in an empty dimension and shows them titles, a boss bar and chat messages. One jar accepts clients from 1.7 to 26.2, so you do not need ViaVersion or any other extra layer. Velocity modern forwarding, BungeeCord and BungeeGuard are switched on from settings.yml. Your instance sits on Ryzen 9 9950X hardware in İstanbul, shielded by free DDoS protection.
NanoLimbo is a lightweight Minecraft limbo server written by Nan1t in Java with Netty, and its only purpose is keeping players connected. The project is deliberately minimal: it loads no world, shows no schematic and runs no plugins. Players wait in an empty dimension, usually in spectator mode, while you explain what is happening through a title, a boss bar and chat messages.
The contrast with LOOHP's Limbo is clear. Limbo renders a .schem world and offers a plugin API of its own, yet every build is tied to one Minecraft version. NanoLimbo gives up the visuals and, in return, accepts clients from 1.7.x through 1.21.x plus 26.1 and 26.2 in one jar. Snapshots are not supported.
That makes NanoLimbo ideal as a fallback behind your proxy. When survival crashes, the lobby is updating or the nightly restart kicks in, players land in NanoLimbo instead of being thrown back to the main menu, and their connection stays open. Current releases require Java 21 or newer.
All of NanoLimbo's configuration lives in one settings.yml file. maxPlayers defaults to 100; on a large network more players than that can arrive during a restart, so raise it or set it to -1 to remove the cap. The ip and port under bind set the listening address, and the port must match the one assigned in the panel.
The ping section defines the description and version text shown in the server list, written in MiniMessage. dimension defaults to THE_END, with OVERWORLD and THE_NETHER available too. gameMode ships as 3, meaning spectator, which hides the HUD bars; that mode works on 1.8 and newer clients.
To keep players informed, use title, bossBar and joinMessage; the title fadeIn, stay and fadeOut timings are in ticks. headerAndFooter changes the player-list header and footer, and brandName sets the server name shown on the F3 screen. If you want to hide the secure-chat toast shown to players on 1.20.5 and newer, look at the secureProfile option.
NanoLimbo reads player identity from the proxy through the infoForwarding section. The type accepts four values: NONE uses no forwarding, LEGACY reads the classic ip_forward data from BungeeCord and Waterfall, MODERN verifies Velocity's signed modern forwarding, and BUNGEE_GUARD accepts BungeeCord forwarding protected by BungeeGuard tokens.
With MODERN, paste the key from Velocity's forwarding.secret into the secret field; with BUNGEE_GUARD, list your tokens under tokens. Both fields can load their values from an external file using the @ prefix, which lets you share settings.yml with teammates without exposing the secret itself.
Define NanoLimbo as a backend on the proxy and list it last in Velocity's try order, and any connection that cannot reach an earlier server is handed to it. NanoLimbo never sends players onward by itself. Moving them back when the main server returns is the proxy's job, done with /send or a reconnect plugin. readTimeout, meanwhile, controls how long an unresponsive connection is kept before it is closed.
The honest answer: very few. NanoLimbo does not spawn a thread per player, uses a fixed Netty thread pool, and sends only the minimum packets needed to keep a connection alive. With no world, entities or chunk data, the memory cost per waiting player is tiny, so Bronze 4 GB is more than enough for almost every setup short of a very large network.
In the netty section, transportType defaults to EPOLL, the most efficient option on Linux, and workerGroup under threads sets how many threads handle connections. The default of 4 lines up with the 4 vCores on Bronze through Diamond. If you run a big network where thousands of players can drop in the same second, Emerald's 6 vCores with a higher workerGroup handle restart waves more comfortably.
Plans with more RAM bring no measurable benefit to NanoLimbo, and that budget is far better spent on your actual game servers. Before choosing, run the mem command in the console to see real memory use.
NanoLimbo's console is limited to a handful of commands, which keeps administration simple. conn shows how many players are connected, mem shows memory usage and version prints the build; stop shuts the server down and help lists everything. You can run all of them straight from the panel's web console.
debugLevel ranges from 0 to 3, and the project recommends 2 for production, which covers errors, warnings and info messages. When you are chasing a connection problem, raise it to 3 temporarily for debug output, then set it back.
Setting logPlayersIp to false redacts player IP addresses from the logs, a practical step for networks that want to hold less personal data, GDPR being the usual reason. The traffic section uses maxPacketSize and packet-rate limits to drop malicious or broken connections early. The defaults are balanced for most networks, but if players on poor connections are being kicked by mistake, relax the interval values.
NanoLimbo needs very little, so Bronze 4 GB suits almost any network; consider Emerald only when thousands of simultaneous connections are expected.
Raise maxPlayers to match your network or set it to -1, and check that the port under bind matches the one assigned in the panel.
For Velocity pick MODERN and paste the forwarding.secret key into secret; for BungeeGuard pick BUNGEE_GUARD and add your tokens to the tokens list.
Fill title, bossBar and joinMessage with a MiniMessage maintenance or restart notice, and pick dimension and gameMode to suit your network's style.
Define NanoLimbo's panel address as a fallback on the proxy; on Velocity, write it at the very end of the try list, then reload and double-check the list.
Trigger a restart of the main server, use the conn command to watch the waiting count rise, and make sure players are routed home again when the server returns.
The most common questions before adding NanoLimbo to your network as a fallback or waiting server.
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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