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To connect to a Soulmask dedicated server, use the server’s public IP address and its game port—reported as UDP 8777 by the most recent guides—not the query port. In the game, open the online/private-server connection screen, choose the direct-connect option, and enter IP:game-port. If the server does not appear in the browser, allow and forward the query port (commonly UDP 27015), verify that client and server builds match, and use the server’s startup log as the final authority because port defaults and menu labels vary between builds.
What you need before connecting
Have these details from the server administrator:
- Public IP address or hostname: use the address reachable from outside the server’s local network. A private address such as
192.168.x.xworks only for players on the same LAN or through a correctly configured VPN. - Game port: the port used for gameplay. Third-party Soulmask guides most often report UDP
8777, but some examples use7777. Confirm the value in the server launch line or startup log. - Password: only if the administrator enabled one.
- Matching game version: your Steam client and the dedicated server must be on compatible builds.
Do not substitute the query port for the game port. The query port is used for discovery and status information; it is not normally the port you type for direct gameplay.
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Direct-connect method: the quickest way to join
Direct connection avoids waiting for the public list to update. The exact menu wording is patch-dependent: guides describe both Online Game > Connect to the server directly and an online-mode screen containing Private Servers > Connect directly to server.
- Start Soulmask through Steam and make sure Steam is online.
- Open the game’s online or private-server menu.
- Select the option labelled Connect directly to server, Connect to the server directly, or the closest equivalent in your build.
- Enter the server’s public address followed by the game port, for example
203.0.113.25:8777. Replace the example address and port with the values supplied by the administrator. - Submit the address, enter the password if prompted, and wait for the connection attempt to finish. The first connection can take longer while the game loads the world.
If the administrator says the server uses port 7777 or another value, append that value instead. A connection to IP:27015 will usually fail when 27015 is configured only as the query port.
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Joining through the server browser or Steam Favorites
The browser depends on the server’s query endpoint. Guides commonly identify UDP 27015 as the query port and report that a newly started server may need approximately five to 15 minutes to appear. A server can therefore be reachable by direct IP before it is visible in the in-game list.
Use the in-game list
- Open the online/private-server browser.
- Choose the appropriate filter (for example, Internet or community servers) and search the exact server name.
- Refresh after allowing several minutes for registration.
- Select the server and choose Join. Supply its password when requested.
Add it in Steam’s server browser
One published procedure uses Steam’s Servers window: open the Favorites tab, choose Add a Server, and enter the server IP with the query port, such as 203.0.113.25:27015. This entry uses the query port for discovery. When you launch Soulmask, the game still needs the gameplay endpoint configured by the server.
If the Favorites entry remains offline while direct connection works, the query port is blocked, mapped to the wrong machine, or different from the value in the server’s startup output.
Soulmask ports and what each one does
The following values are reported by third-party setup guides rather than confirmed in an official Soulmask or Steam reference. Treat the server’s own launch line and log as authoritative.
| Purpose | Commonly reported value | Protocol | How it is used | Important qualification |
|---|---|---|---|---|
| Game | 8777 | UDP | Direct gameplay connection; enter as IP:port. |
Some guides and hosting examples use 7777 instead. Confirm your build. |
| Query | 27015 | UDP | Server browser, Steam Favorites, and status queries. | A blocked query port can hide an otherwise reachable server. |
| Echo | 18888 | Not consistently documented | Appears in many launch lines. | Guides disagree about whether it is a TCP console, required service, or optional endpoint. Restrict it to local access unless your build documents another requirement. |
| RCON | 19000 | TCP | Optional remote administration. | Some examples use 27020. Enable and expose it only when needed. |
Do not assume that a port number is universal across Docker images, older guides, or multiple servers on one host. Each server instance needs a unique set of ports, and the values must agree in the launch command, firewall, router, and client connection details.
Port forwarding for a server at home
Self-hosting requires two separate controls: your router must forward traffic to the server’s local address, and the operating system firewall must permit the same traffic. Opening only one of them is not enough.
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1. Give the server a stable LAN address
Create a DHCP reservation in the router for the server computer’s network adapter, or assign a static address outside the router’s automatic pool. Record that address, for example 192.168.1.50. If the address changes after a reboot, an existing forwarding rule can point to the wrong device.
2. Create router forwarding rules
- Sign in to the router and open Port Forwarding, NAT, or a similarly named page.
- Create a rule for the game port shown by the server, using UDP and forwarding to the reserved LAN address.
- Create a second UDP rule for the query port (commonly 27015) if you want browser discovery.
- Add an Echo rule only if your build or server administrator confirms that the service must be reachable. Because its purpose is inconsistently described, do not expose it broadly by default.
- If remote administration is required, create the RCON TCP rule using the configured RCON port, then restrict its source addresses where the router allows it.
- Save the configuration and restart the server process if the router requires it.
Some internet providers place customers behind carrier-grade NAT. In that situation, your router may show a private WAN address and ordinary forwarding will not make the server reachable from the internet. Ask the provider for a public IPv4 address or use a networking solution designed for private overlays; do not assume that changing the local rule can bypass carrier NAT.
Allow the ports through the operating-system firewall
On Windows, create inbound rules in Windows Defender Firewall with Advanced Security for the configured game and query UDP ports. Add TCP rules only for services you deliberately enabled, such as RCON. Scope the rules to the server executable or trusted source addresses where practical.
On a Linux host using UFW, a typical example for the commonly reported values is:
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sudo ufw allow 27015/udp
sudo ufw status
Replace 8777 with the game port in your launch line. Add an Echo or RCON rule only after confirming the protocol and port for your installation; never copy a second server’s rules blindly. Cloud-hosted machines may also have a provider-level security group that must allow the same traffic.
Match the client and server versions
A version mismatch is a frequent reason for rejection, failed handshakes, or a server that disappears after an update. Update the player’s installation through Steam. Update a dedicated installation through SteamCMD, then restart the server and check its log for the final build number.
Do not compare only the visible game title or server name. A client can appear current while the dedicated files remain on an older branch, and a server can be updated while a player’s Steam download is still pending. Have everyone close the game, finish updates, and reconnect after the server has fully restarted.
Read the startup output before changing settings
The launch parameters printed by the server process are more reliable than a generic web guide. Confirm the bound IP, game port, query port, and any enabled administration endpoint in the first part of the log. If the process reports a bind failure, another application is already using that port or the address is not assigned to the machine.
For reference, one Windows guide shows a launch pattern like this (the passwords and values are examples, not universal defaults):
WSServer-Win64-Shipping.exe Level01_Main -server -log -UTF8Output -forcepassthrough -MULTIHOME=0.0.0.0 -Port=8777 -QueryPort=27015 -EchoPort=18888 -SteamServerName="My Soulmask Server" -MaxPlayers=60 -PSW="joinpassword" -adminpsw="adminpassword" -pve -saving=300 -backup=900 -online=Steam -rconpsw="rconpassword" -rconaddr=0.0.0.0 -rconport=19000
This example demonstrates parameter names, not a guaranteed template. It binds to all local interfaces, enables a 60-player setting, saves every 300 seconds, backs up every 900 seconds, and enables RCON. Your build may use different names or limits. The same guide set reports conflicting player limits—one source describes a default of 20 and another a cap of 70—so do not advertise a capacity without checking your version.
Never publish real join, administrator, or RCON passwords in a support post or screenshot. If a password has been exposed, stop the server, change it in the launch configuration, and restart.
Dedicated-server installation notes
SteamCMD application IDs reported by setup guides are 3017300 for Linux and 3017310 for Windows. These IDs were not confirmed against an official Steam listing, so verify them in your SteamCMD workflow and in the files actually installed on your machine before automating updates.
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Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshoot a server that is not showing
Direct connection succeeds, browser listing fails
- Check UDP 27015 first, or the query port printed by the server.
- Verify that the router forwards the query port to the same LAN address as the server.
- Allow the query port in the operating-system and any cloud firewall.
- Wait up to roughly 15 minutes after a fresh start, then refresh the list.
Neither direct connection nor listing works
- Confirm that you are using the public IP and the game port, not the query port.
- Read the server log and copy the exact
-Portvalue. If it says 7777, use 7777 even though many guides mention 8777. - Check UDP forwarding and the host firewall for that game port.
- Confirm the server process is running and did not stop after a port-bind or startup error.
- Verify that the client and server have matching versions.
- Check for another game server or application already using the same port.
- If the server is at home, compare the router’s WAN address with the address you gave players and investigate carrier-grade NAT.
The game says the server is unreachable immediately
An immediate failure usually indicates a wrong address, wrong port, blocked forwarding rule, or a process that is not listening. Test from a different network, such as a phone hotspot, because a number of routers do not support reliable “hairpin” access from the LAN to its own public address. Players on the same home network should try the server’s LAN address only if the administrator permits local connections.
Connection starts, then drops or rejects the player
Check for a version mismatch, a full server, an incorrect password, or a server restart. Ask the administrator to watch the live log while you try again; the timestamped rejection reason is more useful than repeatedly changing ports. If the server recently changed its launch line, discard saved Favorites entries and add the current query endpoint again.
Security and reliability checklist
- Forward only the game and query ports you actually use.
- Keep Echo and RCON private unless remote administration is required; where possible, bind them to a management address rather than
0.0.0.0. - Use long, different passwords for player access, administrator access, and RCON.
- Keep the server files and operating system updated, but schedule updates so players know when the server will restart.
- Enable the documented save and backup settings, and verify that backup files are written to storage that survives a process crash.
- Record the current game, query, Echo, and RCON values in the server’s welcome message so players do not guess.
- When running multiple Soulmask instances, allocate a unique port set to every instance and reflect those values in each firewall and router rule.
Self-hosted versus rented hosting
A home server gives you control over the operating system, files, and router, but you are responsible for static addressing, forwarding, firewall maintenance, updates, backups, and exposing a public service from your connection. A rented dedicated server generally supplies a public address and a hosting control panel, reducing router work; you still need to verify the panel’s assigned game and query ports and keep the installed build current. Because provider defaults and policies differ, follow the ports shown by that specific instance rather than assuming 8777 and 27015.
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Fast connection checklist
- Ask for the public IP or hostname, game port, password, and current build.
- Use the direct-connect menu and enter
IP:game-port. - If direct connection fails, verify the game UDP port in the server log, then check forwarding and firewall rules.
- If only listing fails, check the query UDP port (often 27015) and allow five to 15 minutes for registration.
- Update Soulmask through Steam and the dedicated files through SteamCMD when versions differ.
- For persistent failures, inspect bind errors, duplicate ports, carrier-grade NAT, and the live server log before changing additional settings.
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