DUNE
Awakening · JCBX Arrakis
A self-hosted Dune: Awakening server on the JCBX box. PvE-first, one PvP world, light QoL tuning, layered backups, Tailscale-only access.
Server
| Game | Dune: Awakening · self-hosted dedicated |
|---|---|
| Name | JCBX Arrakis · as it appears in the server browser |
| Mode | PvE-first · one opt-in PvP world |
| Region | North America |
| Worlds | Four selectable, plus the shared Overmap and Deep Desert |
| Address | Tailscale required · find it in the in-game server browser; details in Discord |
| Hardware | 16 cores / 32 threads · 192 GB RAM · NVMe |
Worlds
One server, several worlds. After you join, you pick which to play from the in-game selector. Most are PvE; one is PvP. Persistent worlds do not wipe; seasonal worlds reset each season.
| World | Style | Pace | Resets |
|---|---|---|---|
| Sietch Tabr JCBX Home |
PvE | QoL tuned | Persistent |
| Red Wall | PvE | Vanilla rates | Persistent |
| Habbanya | PvE | 3× mining | Season 1 |
| Jacurutu | PvP | 3× mining | Season 1 |
All worlds share the Overmap and the Deep Desert, the open endgame region. New players should start on Sietch Tabr.
Tuning
Dune: Awakening exposes only a handful of real server settings, far fewer than Conan or Ark, and plenty of "settings" circulating online do nothing at all. We audited the server binary, so this section lists only knobs verified to work. Anything not listed here runs vanilla, on every world.
All worlds
| Setting | Tabr | Red Wall | Habbanya | Jacurutu |
|---|---|---|---|---|
| Mining yield | 1.5× | 1× | 3× | 3× |
| Vehicle wear | 0.75× | 0.75× | 0.6× | 0.6× |
| PvP | Off | Off | Off | On |
| Safe zones | On | On | On | Off |
| World reset | Never | Never | Seasonal | Seasonal |
XP, hand harvesting, item durability, and building decay are vanilla everywhere; the engine has no server knobs for those yet. Pick a world tab for the detail.
Sietch Tabr
The JCBX home world. Persistent PvE with the mining boost on and every quality-of-life knob the engine actually offers. Build here for the long haul. PvE Persistent
| Setting | Value | What it means |
|---|---|---|
| Gathering | ||
| Mining, hand tools | 1.5× | Half again the ore and stone per node. |
| Mining, vehicles | 1.5× | Crawler and harvester output scales the same way. |
| Plants & scavenging | 1× | Vanilla. The engine has no hand-harvest knob. |
| Vehicles | ||
| Durability damage | 0.75× | Vehicles wear a quarter slower. Fewer repair runs. |
| World rules | ||
| PvP | Off | Pure PvE, no player damage anywhere. |
| Safe zones | On | Security zones behave exactly as on official worlds. |
| World reset | Never | Your base stays. This is the keep-forever world. |
Red Wall
The reference world. Gathering rates exactly as Funcom shipped them, for players who want the intended pace, with the cluster's shared quality-of-life baseline underneath. PvE Persistent
| Setting | Value | What it means |
|---|---|---|
| Gathering | ||
| Mining, hand tools | 1× | Untouched. The grind as designed. |
| Mining, vehicles | 1× | Untouched here too. |
| Plants & scavenging | 1× | Vanilla, as on every world. |
| Vehicles | ||
| Durability damage | 0.75× | The one comfort carried over from the cluster baseline. |
| World rules | ||
| PvP | Off | Pure PvE, no player damage anywhere. |
| Safe zones | On | Security zones behave exactly as on official worlds. |
| World reset | Never | Persistent, same promise as Tabr. |
Habbanya
The fast seasonal PvE world. Triple mining output and gentler vehicle wear for a quicker loop, then a clean slate when the season turns. PvE Seasonal
| Setting | Value | What it means |
|---|---|---|
| Gathering | ||
| Mining, hand tools | 3× | Triple ore and stone per node. Industry, fast. |
| Mining, vehicles | 3× | Crawler runs fill triple-quick. |
| Plants & scavenging | 1× | Vanilla, as on every world. |
| Vehicles | ||
| Durability damage | 0.6× | Vehicles wear 40% slower. Keep driving. |
| World rules | ||
| PvP | Off | Pure PvE, no player damage anywhere. |
| Safe zones | On | Security zones behave exactly as on official worlds. |
| World reset | Seasonal | Wipes when the season ends. Season 1 runs a 90-day cycle. |
Jacurutu
The PvP world. Same fast rates as Habbanya so fighting never means falling behind, and no safe zones anywhere. PvP Seasonal
| Setting | Value | What it means |
|---|---|---|
| Gathering | ||
| Mining, hand tools | 3× | Matched to Habbanya: PvE players get no rate edge over you. |
| Mining, vehicles | 3× | Matched as well. |
| Plants & scavenging | 1× | Vanilla, as on every world. |
| Vehicles | ||
| Durability damage | 0.6× | Vehicles wear 40% slower. Losses still hurt; replacing them shouldn't. |
| World rules | ||
| PvP | On | Always on, everywhere on the map. |
| Safe zones | Off | No protected bubbles. Every fight is live. |
| World reset | Seasonal | Wipes when the season ends, same 90-day cycle as Habbanya. |
On every world: sandworms, sandstorms, and Coriolis storms are on, with storm treasure enabled. Building stability is enforced, with 8 land claim segments, 6 blueprint extensions, and 10 base backups, all raised above the official defaults. The market sell fee is off, and the reconnect grace window is tripled to 15 minutes, so a crash does not cost you your body.
Funcom has announced XP, harvest, durability, and decay settings for self-hosted servers. The moment they ship in a server build, they land here.
Backups
Four tiers stacked, each closing the gap left by the next coarser one. All world state lives in one database, snapshotted live with no server pause, so a bad day rolls back at most 15 minutes. The deeper tiers survive a dead drive, a dead machine, and a dead building, in that order.
| Tier | Cadence | Coverage | Method |
|---|---|---|---|
| 1 | 15 min | 24 h | Live database snapshot, integrity-checked (96 slots) |
| 2 | Daily | 14 d | Full server archive: world state plus configuration |
| 3 | Daily | 14 d | Mirrored to a second JCBX machine |
| 4 | Daily | 14 d · 6 mo | Encrypted offsite to Cloudflare R2 (restic, verified weekly) |
Not just configured, proven: every tier is validated end to end, including a full restore of the world database into a clean instance. Restore drills run monthly.
Security
The server is not on the public internet. Access is gated by a private Tailscale/WireGuard mesh. The public IP rejects unsolicited traffic. Game ports bind to the private interface, never the public one.
| Public exposure | None. Public IP rejects unsolicited traffic |
|---|---|
| Network access | Private Tailscale mesh only |
| Admin endpoints | Loopback-bound, never network-reachable |
| Maintenance | Auto-patched; redundant recovery on misbehavior |
Joining
Three steps, about five minutes total. No payment, no mods. One install and you're in.
That install is Tailscale, the private WireGuard network Mozilla, OpenAI, and modern engineering teams run their own infrastructure on. On this server it means zero public exposure: no bot scans, no DDoS, latency stays tight, and the player list stays clean. You join the network once, and from then on JCBX Arrakis is just there.
| Step | What |
|---|---|
| 1 | Click the Tailscale share link in Discord to join the network. Free Tailscale account, about two minutes. |
| 2 | Install Tailscale, sign in, and you're on the network. (The Tailscale app shows "Connected" once you're set.) |
| 3 | Launch Dune: Awakening, open the server browser, filter to North America, and pick JCBX Arrakis. Exact search filter posted in Discord. |