THE LONG GAME — Private Dedicated Adult Server (Enhanced)

Locked in. Full final draft for you to paste:


Find us: Search “The Long Game” in the in-game server browser

What this is: A private dedicated server built for players who want to stay. Not a rental panel, not a shared host — purpose-built hardware under direct admin control, actively maintained, tuned for the long haul. When Funcom patches break the world, the fix lands in minutes — not days on a support ticket queue.

Reliability — the current-landscape reality:

Right now the Steam server list is stacked with 30/30 “fake full” servers pinging 9999. We’re one of the few actually reachable. That’s not luck — it’s an intentionally engineered stack:

  • Proactive nightly maintenance — 04:00 EST full sequence: save → validate against Steam → sync mods → clean restart. Server is fresh before you log in for the evening.
  • External patch monitoring, 15-min cadence — the moment Funcom pushes an update, our automation catches it and runs full recovery within 15 minutes, unattended. No admin needs to be awake.
  • Atomic backups — SQLite online snapshots with integrity verification. Griefing / rollbacks handled cleanly, week of history on hand.
  • Under-15-minute recovery window from any detectable failure.

Hardware:

  • i9-9900K | 32GB DDR4-4133 | NVMe storage | Corsair HX1200i
  • Symmetric gigabit fiber, direct admin control
  • Upgrade platform on standby (i9-13900K + 64GB DDR5 + Z790) for future capacity or hardware event

Mod stack — 41-Enhanced-compatible mods, validated and load-order locked:

Four pillars — WORK, BUILD, DEFEND, REWARD. Highlights: Pippi, BetterThralls, EAA Thrall Level Increase, Kerozards Paragon Leveling, Retro Purge, Al-Merayah Reborn, Stygian Slaver, Diverse Barkeepers, TDI Building, No Building Placement Restrictions, Music Barrel + song packs, and growing. Full list on request.

Server identity:

Build focus is first-class. Two purge mechanics. Tuned for big builds and future conflict — extended decay timers, boosted harvest, and settings that respect the time you put into what you build.

Current status:

Open for testing and feedback. 40-slot cap. 20 whitelist seats for players worth knowing, 20 for whoever Crom deems worthy of finding us.

Rules:

Play hard, build bold, don’t be the reason someone else can’t. Leave your politics at the door — nobody logged in for that.

Nothing here is set in stone — mods, ranks, and rules are a foundation, not a ceiling. The server will evolve per community involvement and suggestions.

rf411@outlook.com for details and suggestions… cheers

Reliability Update

Recent work has significantly closed a class of downtime issues familiar to anyone running a modded Conan server.

Multi-layer detection

Most of our recent downtime came down to three recurring patterns: the server crashing outright, falling behind on the game version, or falling behind on mod versions. The last two are the sneaky ones — the server can appear online and reachable in the browser while quietly refusing every join attempt. Each of these is monitored independently through three signals — two external, one local. Any one triggers full recovery automatically.

Continuous monitoring and scheduled maintenance

Between scheduled runs, an automated watchdog checks the server every 15 minutes and triggers full recovery if any of the three failure patterns show up. Structured maintenance runs every day at 04:00 Eastern regardless. Rolling 7-day snapshot retention for rollback insurance.

Recovery in practice

Every recovery starts with a live save, so nothing gets lost. End-to-end runs 2–5 minutes — real trigger this past week completed in 3.5 minutes with fresh workshop content applied cleanly. Long enough for the bio break you needed an hour ago, short enough that you’re back to a reliable server before you’ve settled back in. Even 2AM on a holiday weekend.

In practice these events are rare — currently tracking 0–1 per day outside of morning maintenance. Even in a bad week where Funcom and modders line up a perfect storm, worst case is the morning run plus one or two more spread through the day.

Uptime

100% since monitoring came online.

Feedback welcome.

As of 02:36 this morning, all three failure modes have been tested in live conditions. A mod author pushed an update at 02:28 AM Eastern — 8 minutes later the watchdog caught the drift, ran full recovery, and had the server back on the current mod version by 02:40. Total downtime: 3.5 minutes at 2:40 AM.

Our dashboard and tracking status, a daily obsession :flexed_biceps:

Update no longer relevant…

Friend, you’re in the wrong castle. Funcom makes the video game — Norwegian studio, licenses the Conan name.

Your cardboard is Monolith Board Games SARL, a French company famous for delivering their 2015 Kickstarter a full year late and never quite catching up since. Different company, different continent, different silence.

You’re also not the first to knock on the wrong door — there’s a whole other thread from September doing the same thing. Try monolithedition.com or their BackerKit.

Godspeed, Mad Sorcerer.

Yes, he (deadlokd) is posting the same on other users post. It is off-topic flag and spam.

Cloe, appreciate you swooping in like a benevolent Valkyrie. I knew our wandering Darklord wasn’t actually lost, just… vibing aggressively in the wrong thread. I treated him like a potentially unstable summoned spirit: don’t poke it, don’t feed it, and definitely don’t say it’s true name. :wink:

But hey, free bumps are free bumps. If he wants to cast “Thread Hijack” every few hours, that’s basically free advertising for our server. Win‑win until he despawns again.

Thanks for having my back, though… every adventurer needs at least one sane party member.

:+1:

since he can’t answer , because he is silenced from his action , I believe the mad sorcerer won this boardgame via a contest organised by Funcom , hence why he is acting on the forums ! Not that it excuses spaming his fellow exiles threads but I understand the frustration of not having received his prize in 2 years …

No longer relevant…

This info was no longer accurate, see updates below…

Current Mod Stack: 48 (see reply 15 for the why)

Cheers!

Bruce :united_states: Veteran

Thanks for listing out the mods you use

This info was no longer accurate, see updates below…

Bruce :united_states:

First time joining a heavily modded Conan server?

Read this before assuming something is broken.

If you’ve mostly played vanilla or lightly modded Conan, your first connection to a large private server can be a bit concerning. You click and before you know it you get booted without even a reach-around! Not cool to say the least, right!

Here is what’s really going on,

  1. Conan checks your installed mods against the server, (Mods & order have to match),
  2. Once that handshake completes you will be disconnected,
  3. Now, your side (client-side) will download them,
  4. This is just the local download handshake,
  5. If you have other mods, they will be ignored,
  6. Reconnecting will initiate the mod-order handshake,
  7. You will continue to be booted till the order is correct, this is rare and most common when players manually adjust the mod-order on their side,
  8. Once passed, the base game and mods are integrated (loaded),
  9. This is the one-time alignment, will take a few minutes and may result in a disco or more,
  10. If disconnected, reconnect and allow the loading to progress to completion,

Once your client has the correct mods, load order and has been loaded/merged/integrated future connections are no different than joining an official server. You generally won’t see this again unless the server has a significant mod change or a major game update. Even then, it will be less than the first handshake.

Why run this many mods at all?

Because when a heavily modded server is maintained properly, the result is a very different and exceptionally rewarding Conan experience.

Our stack is curated and deliberately ordered, not just a pile of Workshop mods thrown together and hoped for the best. The server is regularly monitored through both automated systems and hands-on checks and maintenance. Updates are tracked, problems are investigated, and mods that hurt stability or the overall experience do not stay simply because they looked interesting.

On the hardware/network side, the server is locally managed on dedicated hardware with gigabit in and gigabit out, rather than being squeezed into the cheapest shared hosting tier available.

The goal is not to turn Conan into a completely different game or to chase a giant mod count. The goal is to strengthen every major part of the Conan experience with quality additions that feel balanced across the whole server.

That means better building and decorating options without making construction meaningless; more dangerous encounters, ambushes, purges and world events without turning the map into constant chaos; deeper thrall, follower and progression systems without trivializing advancement; more travel, exploration, music, social spaces and settlement life without losing the survival atmosphere; and more gear, crafting and utility without burying players under junk.

A good mod stack should improve the game evenly. Combat, survival, building, exploration, progression, followers, world activity, quality of life and immersion should all get attention instead of one area becoming massively overbuilt while the others are ignored.

The end result still feel like Conan… just broader, richer and more alive while remaining stable, maintained and responsive.

So, if you’re trying us for the first time this weekend and Crom boots you out during that initial mod synchronization, give it another connection attempt before giving up. Chances are the Gods are testing you or Steam is simply getting your client matched to the server.

Once you’re synchronized, you’re in… come get your HERO on!