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Soulmask’s “connection to host lost” message means the game client can no longer maintain a usable connection to the server. The cause is usually one of three things: a local PC or network problem, an unavailable or misconfigured server, or a conflict involving mods, firewall rules, or another device on the network. Work through the checks below in order. Start with the server and version checks before changing router settings.
What the error actually means
Soulmask keeps a live connection between your game client and the host. If that connection stalls, is rejected, or the server stops responding, the client can display “connection to host lost,” “connection timed out,” or send you back to the main menu. The message does not identify which side failed.
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A failure on one computer does not prove that the server is down. Conversely, if every player is removed at the same time, changing one player’s firewall is unlikely to help. Treat the message as a symptom and use who is affected, when it started, and which connection method fails to narrow the cause.
Holy.gg’s April 10, 2026 walkthrough identifies three broad causes: a local computer or network issue, an overloaded or restarting server, or interference from another application or device on the same network. The guide specifically notes that “A misconfigured dedicated server is another classic cause of the Connection to Host Lost error.”
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Quick diagnosis before changing anything
Use the pattern that matches your incident. This prevents a server-side problem from turning into unnecessary router changes.
| What you observe | Most likely area to check first | Best first action |
|---|---|---|
| Only your account is disconnected | Your firewall, router/NAT path, local mods, or client version | Restart the client and PC, then verify versions, mods, and firewall access |
| All players are disconnected | Server downtime, a restart loop, launch parameters, port forwarding, or the host firewall | Check the server process, logs, configured ports, and host firewall |
| The problem began immediately after an update | Client/server version mismatch or incompatible mods | Compare the versions and required mod set before touching router settings |
| Direct IP connection works, but the server list does not | Query-port exposure or server-list configuration | Check the configured query port and its forwarding rule |
| Another network works, but your home connection does not | Home router, ISP route, NAT behavior, or local security software | Compare router and firewall settings with the working network |
Eight-step fix sequence
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Restart the game, PC, and server
Exit Soulmask completely rather than leaving it suspended in the background. Restart the computer and try the connection again. If you administer the dedicated server, stop it cleanly, wait for the process to end, and start it again. Confirm that the server is actually online and has finished loading its world before joining.
Recheck the server address, game port, and password character by character. A stale address, an old port, or a changed password can look like a network timeout. Ask another player to try while you are checking; their result immediately tells you whether the failure is limited to one client.
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Match client and server versions and mods
Open the game through Steam and allow pending updates to finish. The server operator should do the same for the dedicated-server files. A client that has updated while the server remains on an older build may fail during the join process rather than showing a clear version warning.
Check the server’s required mod list against every client. A Steam Community report from April 17, 2025 describes unofficial-server joins ending with “connection to host lost,” “connection timed out,” or a return to the main menu; another commenter suggested checking for missing mods. That is an anecdotal possibility, not proof that missing mods cause every instance. Still, compare mod names, versions, load order, and enablement on both sides before investigating port forwarding.
If the error started after a mod was added or updated, temporarily test with the server’s documented required set only. Do not remove a server-required mod permanently; use the test to identify a compatibility change and then restore the supported configuration.
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Confirm the actual game and query ports
Dedicated-server examples commonly use game port 8777 and query port 27015. A Steam discussion shows
GameServerQueryPort=27015, direct connection through port 8777, and an IPv4 host address. Another discussion calls 8777 and 27015 the default ports for private direct connection. These are configuration examples, not a guarantee that every server uses them. A host can assign different values.Do these 3 things before closing this tab:
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Setting Common example How to use it Game port 8777 Players use the host’s reachable IPv4 address plus this configured port for direct connection Query port 27015 Expose and forward it when the server relies on query responses for listing or status Actual configured values May differ Use the launch file or host instructions as the authority -
Fix forwarding and port conflicts on a self-hosted server
Give the server computer a stable private IPv4 address on the home network, then forward the configured game and query ports to that address. The forwarding destination must be the server PC, not the router’s public address and not a different computer that happens to be online.
Forward the UDP ports specified by the server configuration. If your router asks for an external and internal port, keep them the same unless your hosting instructions explicitly require translation. Save the rule, restart the server, and test from outside the home network; a test from the same LAN can succeed even when internet forwarding is wrong.
Check for a process already occupying a configured port. On the Windows server, open Command Prompt and run a command such as
netstat -ano | findstr :8777, replacing 8777 with the port you are investigating. Note the process ID, identify the owning application in Task Manager, and stop or reconfigure the conflicting service only if you know it is safe to do so. The hosting guidance associated with this error recommends checking port use withnetstatand changing the server’s-Port=value when necessary.Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.If you change a port, update every dependent place: the launch parameter, router rule, firewall rule, direct-connect address, and any host-panel setting. Changing only one of these creates a new, harder-to-diagnose mismatch.
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Review server startup parameters
A server can appear to start while still being unreachable if its launch arguments point to the wrong port, mode, password, or player limit. Inspect the actual command or panel values rather than relying on what you intended to configure.
Parameter or setting What to verify Failure it can create Server name The name shown to players is the intended instance Players join a different or obsolete entry Maximum players The limit is high enough for the group New joins are rejected when the server is full Game password Players have the current value and exact capitalization Join attempts fail despite a reachable server Admin password It is separate from the player password where required Administrative startup or management steps fail Game mode The mode matches the world and the server’s intended setup World loading or entry can fail after connection -Port=It matches the router, firewall, and client instructions The client reaches the wrong port -QueryPort=It is available and forwarded when discovery needs it The server is absent or stale in the list After editing parameters, stop and start the server rather than merely closing its console window. Watch the startup output for bind errors, repeated crashes, or a message that a port is already in use. A server that repeatedly restarts can let players connect briefly and then produce the host-lost message.
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Allow Soulmask through Windows Firewall
On the client or host PC, open Windows Security, choose Firewall & network protection, and select Allow an app through firewall. Choose Change settings, add
Soulmask.exeif it is not listed, and allow it on the network profiles appropriate to your setup. Apply the change and restart the game.What’s actually slowing this PC down?
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Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.The host machine may need the exception even when an individual client does not. If a separate security suite includes its own firewall, add an equivalent rule there; allowing the app in Windows Firewall does not automatically override a third-party network filter.
Use a temporary, controlled test to confirm whether the firewall is involved: disconnect the extra firewall component or create a narrowly scoped allow rule, then attempt one connection. Re-enable protection immediately after the test and create a proper rule instead of leaving security disabled. Do not expose unrelated programs or open broad inbound access when a program-specific rule is sufficient.
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Use direct connection for a private server
For a privately hosted instance, start the server first and wait until it has completed loading. In Soulmask, choose the direct-connect option and enter the host’s reachable IPv4 address together with the configured game port. The Steam example cited above uses port 8777, but your server may use another value.
Use the correct address for the player’s location. A private address such as an address beginning with 192.168, 10, or 172.16–172.31 works for someone on the same LAN, not automatically for a friend on the internet. An outside player needs the host’s reachable public address or the address supplied by the hosting provider, plus a correctly forwarded port.
Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.If direct connection succeeds while the server list does not, stop changing the game port. Focus on the query port, query forwarding, server-list configuration, and whether the host is advertising an address that outside players can reach.
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Test with another network
Connect the affected PC through a phone hotspot or another independent network and try the same server. This is a diagnostic comparison, not necessarily a permanent gaming solution.
- If the hotspot works, inspect the home router’s port-forwarding, NAT, firewall, DNS, or traffic-filtering behavior and ask the ISP whether the connection uses a restrictive shared-address arrangement.
- If the hotspot fails in the same way, the local PC, client files, account, server, or host path remains suspect.
- If several players on different networks fail, concentrate on server availability, launch parameters, ports, and the host firewall rather than asking every player to reset their routers.
How to read the outcome of each test
Only one player cannot join
Have that player restart the PC, verify the current game build, remove only unrequired local mods, and check the Windows Firewall exception. Compare the player’s direct-connect address and port with a working player’s details. If the same account fails on a second network, the home router becomes less likely and the client installation, local security software, or server-side permission becomes more plausible.
Everyone is removed or nobody can enter
Check whether the dedicated-server process is still running and whether it is restarting. Review launch output for a port-bind failure, wrong -Port= or -QueryPort=, a changed password, or an invalid mode. Confirm that forwarding points to the current private IPv4 address and that the host firewall allows the game. If the provider controls the machine, give it the exact time of the failure and ask whether the instance was restarted or overloaded.
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Discovery only proves that some query response reached the list. It does not prove that the game port is reachable or that the listed address is correct. Test direct connection with the configured game port, then verify game-port forwarding and host-firewall rules. If direct connection works, repair the query-port exposure or listing configuration.
The issue began after an update
Record the client build, server build, and mod changes made immediately before the first failure. Bring both sides to compatible current versions and compare the required mod set. Avoid changing router settings until that comparison is complete; an update-related mismatch can produce the same timeout symptoms without any network fault.
Self-hosted server checklist
Use this checklist when you control the server computer or its router:
- The server process starts once and remains running.
- The world finishes loading before players attempt to join.
- The configured game and query ports are recorded from the actual launch file.
- No unrelated process owns either configured port.
- Router UDP forwarding targets the server’s current private IPv4 address.
- The host firewall allows
Soulmask.exeand the required network profile. - Players have the current public or LAN address, game port, and password.
- Client and server versions and required mods match.
- A direct-connect test has been made from outside the host’s LAN.
When the server uses a hosting panel rather than a home router, apply the same logic through that provider’s controls. The panel’s displayed port and address are authoritative; do not assume the common example values are in use. If you would rather skip router forwarding altogether, Godlike.Host’s Soulmask server hosting runs the server in its own game panel with a personal firewall, and its 24/7 support by live chat or ticket can help when you need to check ports or launch parameters.
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Common mistakes that create a second problem
Forwarding the wrong computer
A DHCP change can assign the server a new private address, leaving an apparently correct router rule pointed at an old machine. Reserve the server’s address in the router or update the forwarding destination after every address change.
Changing only the client’s port
The client cannot select a new listening port for a server that is still bound to the old one. Port changes must be synchronized across the server launch arguments, router, firewall, and the address players enter.
Testing only from inside the LAN
Some routers support local loopback and some do not. A successful test from the host’s own Wi-Fi does not establish that an outside player can reach the public address. Include an off-LAN test whenever the server is intended for internet play.
Leaving security disabled
Disabling a firewall can identify a rule problem, but it is not a durable fix. Restore the protection and allow only the required executable and traffic after the test.
Assuming a listed server is healthy
A listing can remain visible while the game process is hung, restarting, or advertising stale information. Confirm process health and test the game port directly.
When to contact the host or provider
Contact the server operator when every player is affected, the process repeatedly restarts, direct connection fails from multiple networks, or the configured ports cannot be reached despite correct local rules. Include the approximate failure time, the exact message, whether the server appeared in the list, whether direct connection was attempted, and the client/server versions and mod changes. Those details let the operator distinguish an outage from a configuration error without asking each player to repeat the same basic tests.
For a server you do not administer, you cannot repair its launch parameters or forwarding yourself. Send the operator the evidence from the table above instead of repeatedly reconnecting; repeated attempts do not correct a wrong port or a stopped process.
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