Tournament platform
Auto Tournament
The tournament website that runs the matches too.
Create the tournament and add your servers. Auto Tournament builds the bracket, runs the map veto in the browser, puts every match on a free server and moves the bracket on when a match ends. Self-hosted on one Docker host.
- Formats
- Single and double elimination, Swiss, round robin, shuffle
- Map veto
- Bo1, Bo3 and Bo5, in the browser
- Runs on
- One Docker host
- Games
- CS2 module included, more games as modules
Brackets and formats
Single and double elimination, Swiss, round robin, and shuffle tournaments where the teams are balanced for you. When a match ends, the bracket moves on and the next match goes to a server.
- Player ratings (OpenSkill) and leaderboards that carry over from one event to the next
- Public team pages with connect info, no login needed
- A simulation mode to test a whole tournament without players
Map veto in the browser
Team captains ban and pick maps from their phone. When the veto is done, the server loads the right maps and sides.
- Bo1, Bo3 and Bo5
- Knife round or side pick
- Your own veto order per tournament
Matches run by themselves
Auto Tournament picks a free server, loads the match, follows the score round by round and records the result and the demo. Nobody types a console command. When every server is busy, the match waits for the next free one.
- Live scores and server status in the browser
- Demos kept after every map, ready to download
- You see when a server goes offline or needs an update
Failover
When a Ready Up server dies or hangs in the middle of a match, the platform restarts the match from the last round backup. If the server comes back, the match resumes there. If not, it moves to a free server, and the players get the new address and password on the match page.
Once two servers are online, one idle server is kept free for this. On machines linked with CS2 Server Manager, the platform first restarts the server that died, and creates a new one when none is free.
- On by default, with a switch on the Servers page
- Admins can pick another server or round, or leave it
- Every move is written to the audit log
Auto-scaling
On machines linked with CS2 Server Manager, the platform starts stopped servers when matches are waiting or about to start, creates one when it runs short, and stops servers that have been idle for a while. It never stops a busy server and never deletes one.
- Settings: on or off, lead time (2 minutes), cool-down (10 minutes), servers per machine (4)
- Every start, stop and create is logged with the reason
Webhooks and a teams API for event sites
Your LAN’s own website can push its teams (name, tag and the players’ Steam IDs) under its own IDs. Auto Tournament creates or updates its teams to match.
The site then gets a signed webhook when a match changes: ready, with the server address, password and a steam://connect link, then live, map started, score, map ended, finished, cancelled or reset. That is enough for a “connect now” banner for every player.
- Signed with HMAC-SHA256, retried for about 16 hours
- Test events that look exactly like real ones
- Also: an HTTP API with tokens and an OpenAPI spec, and an example Discord bot
Games as modules
The CS2 module ships with the platform: the match plugin on your game servers reports every round back. In 3.0, any other game runs on manual reporting: a captain reports the score, the other captain agrees, and an admin settles a dispute. Each of those games is a small file called a game pack.
Install
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
SESSION_SECRET=$(openssl rand -base64 32)
SERVER_TOKEN=$(openssl rand -base64 24 | tr -d '=+/')
FRONTEND_BASE_URL=http://localhost:3069
STEAM_API_KEY=
AUTH_STEAM_ENABLED=true
EOF
docker compose up -dThe first time an admin signs in, they pick non-commercial or commercial use once.
Free for non-commercial use
For players, clubs, schools and non-profit events.
Earning money from your event? You need a license — every server running Ready Up counts. See pricing
A Platform license covers the platform, CS2 Server Manager, Ready Up and the game packs used with it. It is sized by how many game servers you run.
The license key is checked offline and never blocks, disables or slows anything.
The details are in the license reference ↗. Questions: contact us.