Eight games on the same infrastructure. What changes from one to the next is what it asks of the machine: some saturate a single core, others mostly want memory.
Java and Bedrock, with the core of your choice. You set the RAM, we handle the rest.
FiveM, with ESX or QBCore. Most scripts run in one thread, so clock speed matters more than core count.
The most demanding of the range. Map size weighs on memory as much as the player count.
DarkRP, TTT, Sandbox, PropHunt. Addons stack up fast, so plan ahead.
Your world up around the clock, BepInEx and Valheim Plus mods included.
A dedicated server for your group. Palworld mostly eats memory.
A Lua-scriptable sandbox, to host your own game modes.
Facepunch's successor to Garry's Mod. No public pricing yet, the page opens with the plans.
These tools ship with every one of our game server plans.

A player count on its own tells you very little. A vanilla Minecraft server with thirty players asks less than a modded one with ten.
Memory is the first wall you hit. Mods, plugins and map size weigh on it far more than the number of people connected.
Then comes per-core clock speed. Most games run their main loop in a single thread: past a point, adding cores changes nothing you can feel in game.