WISP: A Development Update

Hey guys it’s been a while since we posted here. We’ve been working as hard as we can to get the beta ready for October, and we’re excited to share it with you all.

Design Progress

We’ve made a lot of design progress on the game panel, and I’ll be sharing some screenshots below. If you’re in our Discord – you’ve probably already seen these

First draft of the security page
Draft of the SFTP details panel, highlighting the password info box
First draft of the Server Action Log

Migration System

Aside from the design work, we’ve been making a lot of progress on our migration system. It’s going to be broken out into four steps

First, the system will prepare your WISP panel for all the game servers, nodes, eggs, etc, on your existing Pterodactyl. We get this information from Pterodactyls API.

If you preform an automatic migration, you will be able to email all your users to setup their new account passwords, and they will be told that their services have been moved to a new game panel.

We can preform manual migrations, which wouldn’t require password resets, and can migrate more data, more accurately. Contact us for more info

We pair this information with our daemon install process, to automatically detect and migrate servers from Pterodactyl on a node-by-node basis when you install WISP. You will be asked if you want to move the game servers to WISP, or if you want to install WISP alongside Pterodactyl.

Infrastructure Planning

Generally change is what causes downtime, so we want to avoid radical changes during production for WISP. We need to plan out how we’re going to provide the service and up-time we’re promising.

We’ve been planning some upgrades in preparation for WISP, to increase our web infrastructures throughput. Our infrastructure is already capable of handling ~35,000 unique users a month. After the planned upgrades we expect that capacity to increase by 5x.

We have an extra focus on the USA, because that’s where we expect most traffic to be coming from. So we’re gearing up our USA POP with over double the compute power as our EU & Oceania POP’s.

Traffic will be dynamically load balanced and routed to the fastest POP for any user, and outages will be automatically routed around almost instantly.

Obviously we can upgrade specific continents as needed later down the line – but we feel this start will provide more horsepower than we will need for a while, and should ensure long term stability of the service through rapid growth.

October Beta

Next month we’re going into our beta period. We’ve got a team of beta testers selected, and we’re going to work with them to integrate the service into their company.

During this period we’re going to closely monitor the service, and ensure any snags are dealt with before opening up orders to everyone. Depending how this goes, we’re aiming to launch in October, or shortly after.


There have been some setbacks but things are looking up, and we’re making great progress. This project and it’s deadlines have been ambitious, but the finish line is now in sight. The only thing that’s probably slightly behind schedule is the billing panel, more on that in the next post!