DZAI  ▸  About

Built for our own servers first.

DZAI isn't a software company that discovered DayZ. We run private console servers — sixteen of them, across Xbox and PlayStation — and every part of this platform started as a problem we hit on one of them, usually at an hour we'd rather have been asleep.

01  /  What we run

Years on the admin side of console DayZ.

Sixteen private servers across both platforms, and DayZ Console — our own community. Between them: the tickets, the disputes, the refund arguments, the economy nobody could keep balanced, the factions that needed auditing, and the config files that took the server down on a Friday.

That's the material DZAI is built out of. Not a feature list drawn up in a meeting — a list of things that went wrong often enough that we stopped fixing them by hand.

Servers we operate 16 Across both platforms
Platforms 2 Xbox + PlayStation
Our own community 1 DayZ Console
Mods you install 0 Nothing on the game server
02  /  Where each part came from

Every module is a night we didn't get back.

This is the honest version of the roadmap. Nothing here was invented because it would look good on a pricing page.

What kept happening What it became
Players sitting on a base claim or a transfer for nine hours because the only person with permissions was asleep.
Self-service actions
The same six questions in general chat, every week, from people who were never going to read the pinned message.
AI support
Two players, two versions of events, and a raid log nobody could read fast enough to settle it before one of them left.
The staff panel
A misplaced comma in types.xml taking the server down, on a Friday, with no backup of what it looked like an hour earlier.
The nine-step chain
A trader economy reconciled by hand every week, and a shop ledger that lived in a channel somebody had to scroll.
Automated shop & traders
Faction slots held by groups that hadn't logged in for a month, because auditing them was somebody's unpaid weekend.
Faction activity checking
A system the community actually wanted, that needed someone to sit down and code it. So it never got coded.
Build it by describing it
03  /  How we build

Four rules we don't bend.

01

You approve. Always.

Nothing acts on your server on its own. Config changes come to you as a diff. Bans, warnings and compensation come to your admins as proposals. The AI does the work and you make the call — there is no setting that turns that off, because the day it goes wrong you need to be the one who said yes.

02

Console-native, not ported

This wasn't built for PC servers and squeezed onto console afterwards. It works the way a console server actually works — config in, logs out, Discord in front — with nothing installed on the game server, because nothing can be.

03

It ships when it works

Nothing goes out because a deadline said so. A module lands when it holds up on our own servers, and not before — we'd rather be late than have you explain a broken promise to your players.

04

Your server, not a shared roadmap

When you describe a feature and it gets built, it belongs to your server. It isn't a request in a queue everyone votes on, and it doesn't have to be useful to anyone else to be worth building.

04  /  DayZ Console

We're the first ones who have to live with it.

DayZ Console is our own community, and it's where new systems get used first. If something is slow, confusing or wrong, the people telling us so are people we talk to every day — not a support address.

It's a useful filter. A feature that survives its own community tends to survive yours.

Used before it ships

New systems run on our servers and in our community before they go near anyone else's.

Complaints arrive fast

The feedback loop is a Discord channel, not a quarterly survey. Bad ideas get found in days.

We pay the same costs

The box, the hours, the 2am messages. Every design decision here was made by someone who was carrying them.

Get started

Built by operators. For operators.

AI support, an app for your players, an economy and factions that run themselves, a staff panel that decides — and any feature you can describe.