Rocket League
Captains report the score, the other captain agrees.
Create the tournament, add your servers, and Auto Tournament runs the veto, loads every match, keeps the bracket moving and cuts a highlight reel when it is over. Between events, players queue for matchmaking on the same servers.
Free for non-commercial use · Licensing · Runs on one Docker host
Players find a 5v5, 2v2 wingman or 1v1 game on your own servers. Parties stay on one team, the teams are balanced by rating, and tournament matches always get a server first.
Find a match
Party of 3 · 2 open spots
Connect Claude or any MCP client to your site. Describe the tournament you want and it sets it up, suggests settings and rewards, watches the matches and fixes what goes wrong.
Paste your bot’s token and pick your server. When a tournament starts, its players get their own channels. Each team gets a private text and voice channel. It runs inside the platform, so there’s nothing extra to host.
Kestrel vs Halcyon · Live
Live on map 2 of 3, Inferno: @Kestrel 9–7 @Halcyon
Team captains ban and pick maps from any device with a browser. When the veto is done, the server loads the right maps and sides.
Add your game servers once. Auto Tournament loads each match on a free one, waits when they are all busy, and tells you when one goes offline or needs an update.
Ratings, stats and match history carry over from one tournament to the next, so seeding gets fairer every event.
Single and double elimination, round robin and Swiss. Results move the bracket on as soon as a map ends.
The best rounds of every match come back as clips and reels, with music players can pick and a crowd that reacts. Each clip is recorded frame by frame, so slow motion stays smooth at 240 fps. A slower GPU just takes longer.
Steam, Discord, email or your own OpenID Connect provider. Import players from your event system and they keep their names.
One Docker host runs the web app, the API and the database. Your players, matches and clips stay on your machine.
Games plug in as modules. The CS2 module ships with the platform: the match plugin on your servers reports every round back. Every other game runs on manual reporting: a captain reports the score, the other captain agrees.
Your own servers. Veto, live scores, demos and stats.
Captains report the score, the other captain agrees.
Captains report the score, the other captain agrees.
Captains report the score, the other captain agrees.
Captains report the score, the other captain agrees.
Captains report the score, the other captain agrees.
Captains report the score, the other captain agrees.
Captains report the score, the other captain agrees.
One Docker Compose file runs the web app, the API and the database. Add your Steam API key to .env, open http://localhost:3069 and create a tournament.
# no clone needed: download the compose file and startmkdir autotournament && cd autotournament
curl -fsSLO https://autotournament.gg/docker-compose.yml
cat > .env <<EOF
FRONTEND_BASE_URL=http://localhost:3069
SESSION_SECRET=$(openssl rand -base64 32)
SERVER_TOKEN=$(openssl rand -base64 24 | tr -d '=+/')
DB_PASSWORD=$(openssl rand -base64 18 | tr -d '=+/')
EOF
docker compose pull
docker compose up -d