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Project Zomboid’s dedicated server is a free Steam tool with App ID 380870. Install SteamCMD on a Windows, Linux, or macOS computer, download the server with an anonymous login, then start the supplied server script. On first launch, the server creates the servertest profile in your user Zomboid/Server directory.
The essential SteamCMD sequence is:
force_install_dir <server-folder>
login anonymous
app_update 380870 validate
quit
For Internet play, allow and forward UDP ports 16261 and 16262. Keep the server and every player on the same Project Zomboid branch and build before diagnosing ports, accounts, or mods.
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A dedicated server is a separate process that can keep a world available without the host player remaining inside an in-game Host session. It suits a persistent community, a rented virtual machine, or a computer that can stay online. For a small, temporary group, the built-in Host option may be simpler and avoids maintaining a separate installation.
Host operating system
SteamDB lists the dedicated-server tool as free to download for Windows, macOS, and Linux. The documented launch files in the current instructions are StartServer64.bat for 64-bit Windows and start-server.sh for Linux. On macOS, SteamCMD can obtain the files, but you may need to adapt the shell launch method to your installation rather than expecting the Windows batch file to run unchanged.
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A machine that can remain available
- Use a computer or server with a stable network connection and enough memory for the world, players, mods, and operating system.
- Give the process a folder you control. Avoid protected system directories that prevent SteamCMD or the server from writing updates and saves.
- If players connect from the Internet, the host needs a reachable public address or a network arrangement that supports inbound forwarding. A private LAN address is sufficient for players on the same network.
- Make a backup plan before creating a long-running world. The complete user-level
Zomboidfolder contains saves, configuration, and logs that you may need to restore.
Choose a Project Zomboid branch first
Decide whether the server will run the stable branch or a beta branch such as Build 42. A Build 41 world and a Build 42 world are not interchangeable, and stable and beta clients cannot join one another. Every player must use the same branch and build string as the server.
Install SteamCMD and download the server
SteamCMD is Valve’s command-line Steam client. Install the version appropriate for the host operating system, open it, and use a server directory that you control.
1. Set the installation directory
At the SteamCMD prompt, set the destination before logging in. Replace the example path with the folder where you want the dedicated-server files:
force_install_dir C:ProjectZomboidServer
On Linux, a path such as /srv/project-zomboid is typical:
force_install_dir /srv/project-zomboid
The command tells SteamCMD where to place the server tool and where later updates will be applied. If you change this path later, you can accidentally create a second installation and edit the wrong profile.
2. Log in anonymously
The dedicated server is available through SteamCMD without a personal Steam account:
login anonymous
PinDrop describes the tool as a free download fetched with an anonymous login. Do not substitute a player account unless a specific SteamCMD error requires an authenticated login for another product; the dedicated-server app itself is designed to download anonymously.
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3. Install or update App ID 380870
Run the update command with validation:
app_update 380870 validate
App ID 380870 is the Project Zomboid Dedicated Server tool. SteamDB independently identifies it as a free-to-download dedicated-server application. The validate option checks the downloaded files and replaces missing or damaged files. Run the same command whenever the game publishes a server update.
4. Exit SteamCMD
quit
At this point, the destination folder contains the server files. Keep SteamCMD available: it is also the update mechanism you will use after a new stable release or beta build.
Start the dedicated server
Windows 64-bit
- Open the folder where App ID
380870was installed. - Run
StartServer64.bat. - Leave the console window open while the server is running. Closing it terminates the process unless you have wrapped it in a service or scheduled-task arrangement.
The batch file shipped with the current Build 42 server sets memory values that may be too high for a small machine. Review those values before the first launch, as described in the memory section below.
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- Change to the installation directory.
- Make the launcher executable if necessary:
chmod +x start-server.sh
- Start the server:
./start-server.sh
SteamDB lists the Linux launch file as start-server.sh. If the shell reports a permission or path error, confirm that you are in the SteamCMD destination and that the file has execute permission.
First boot and administrator credentials
On the first successful start, the console asks you to set an administrator password. The server then creates its profile under the operating system user’s Zomboid/Server directory. The default profile name is servertest, so the main configuration file is normally:
Zomboid/Server/servertest.ini
Do not edit configuration while the server is running. Stop it normally, make the change, and start it again. The Project Zomboid wiki warns that copying or editing a running world can produce an inconsistent save.
Understand the server profile files
Profile files use the server name. If you start with the default name, look for the following files in Zomboid/Server:
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| File | Purpose |
|---|---|
servertest.ini |
Core server settings, including visibility, password, open or whitelist behavior, ports, and player limit. |
servertest_SandboxVars.lua |
World sandbox rules, such as the way the simulation behaves. |
servertest_spawnpoints.lua |
Spawn-point definitions. |
servertest_spawnregions.lua |
Spawn-region definitions. |
| Related profile files | Additional generated data, including zombie configuration documented by PinDrop. |
Use a name other than servertest
Pass -servername when starting the process if you want a separate profile and save set:
-servername mycommunity
The server then reads and writes files matching that name, such as mycommunity.ini and mycommunity_SandboxVars.lua. This is useful for maintaining separate worlds or testing a branch without overwriting the default profile. Always check the active server name before editing a file; changing servertest.ini has no effect if the process is actually running mycommunity.
Configure the first server safely
Open access, password, and whitelist behavior
The Open setting in the profile controls whether players can join without being created on a whitelist. With Open=true, the server accepts normal account creation according to the remaining password and access settings. With Open=false, create server accounts or whitelist entries for the people who should join.
Set a server password when you want an additional barrier, and give the administrator password only to trusted operators. Treat those credentials as secrets; they grant administrative capability rather than ordinary player access.
Ports
The documented default gameplay ports are:
| Function | Protocol | Default port | Where to configure it |
|---|---|---|---|
| Player data and game connections | UDP | 16261 |
Server profile and host firewall/router |
| Additional player connection port | UDP | 16262 |
Host firewall/router |
| RCON administration | Not the player connection port | 27015 |
RCON configuration, if enabled |
Allow UDP 16261 and 16262 through the host firewall. For Internet players, forward both ports from the router to the server’s private LAN address. RCON port 27015 is separate; opening it does not replace the gameplay forwards.
Player limit and streaming trade-offs
PinDrop’s Build 42 settings table gives MaxPlayers a range of 1–254. That is a configured ceiling, not a promise of stable performance. The same reference warns that counts above 32 can cause poor map streaming or desynchronization. Set the limit to the number your CPU, memory, network, map, and mods can actually support rather than selecting 254 because it is permitted.
Memory and launch options
Review the shipped heap values
PinDrop reports these Build 42 defaults in the distributed launch files:
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- Windows 64-bit batch file:
-Xms16g -Xmx16g. - Linux
ProjectZomboid64.json:-Xmx8g.
Those are launch settings, not minimum hardware requirements. If the host cannot provide the configured memory, lower the values before starting the server. Leave enough RAM for the operating system and other services; assigning the entire machine to the Java heap can create swapping or make the host unstable.
The wiki recommends scheduled restarts and cautions against blindly increasing -Xmx after an out-of-memory crash. First determine whether the process is using an unsuitable heap, a memory-heavy mod, too many players, or a world that needs maintenance.
Useful documented options
| Option | Use |
|---|---|
-adminpassword |
Supply the administrator password at launch instead of entering it interactively. |
-adminusername |
Set the administrator user name at launch. |
-cachedir= |
Choose where cached server data is stored. |
-nosteam |
Start without Steam integration when that mode is appropriate for your setup. |
-servername |
Choose the profile and save-set name instead of the default servertest. |
Use the options in the launcher or service definition used by your host. If you place an option in a script, keep the syntax intact and preserve the existing Java and server arguments.
Let players connect
- Start the server and wait until it finishes loading rather than trying to connect during initialization.
- In Project Zomboid, open the multiplayer screen.
- Enter the host’s public IP address and port
16261for an Internet connection. - On a LAN, use the server’s private address. Players connected through a VPN should use the address exposed by that VPN.
- Create or use a server account according to the profile’s
Opensetting, password, and whitelist rules.
Do not give players the router’s private address when they are outside your network, and do not give them the RCON port as the gameplay port. If the server is behind carrier-grade NAT or another network that does not permit inbound forwarding, a normal router rule may not be enough; use a reachable host or a managed arrangement instead.
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Before troubleshooting connectivity, compare the server’s branch and build string with every client. Stable and beta branches must not be mixed, and Build 41 and Build 42 worlds are not interchangeable.
After running app_update 380870 validate, have players update or verify their Project Zomboid game files. A Steam update can leave the server newer than a client, or a client newer than an unattended server. Resolve that mismatch before changing firewall rules or removing mods.
Install mods correctly
A dedicated server needs both sides of a mod’s mapping:
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WorkshopItems=contains the numeric Steam Workshop IDs.Mods=contains the matching in-game mod IDs.
Client mod-manager selections do not configure the dedicated server automatically. Add the IDs to the active profile’s settings, stop the server before editing, and ensure every player has the same required mod set and compatible versions. A missing Workshop ID, a misspelled mod ID, or a mod that supports only another game build can prevent joining or produce errors after connection.
Be especially cautious with map-affecting mods and patches. Changing them can alter the world permanently, so take a complete stopped-server backup first.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Back up and maintain the world
What to back up
Back up the complete user Zomboid folder before a map-affecting patch, mod change, branch switch, or major configuration edit. At minimum, retain the active save data, server INI files, sandbox and spawn files, and logs together so that a restoration includes both the world and the settings that created it.
How to make a safe copy
- Announce maintenance and stop the server normally.
- Wait for the process to exit and for disk activity to finish.
- Copy the
Zomboidfolder, or archive the active profile and save directories to another disk or host. - Label the archive with the date, Project Zomboid branch/build, and active server name.
- Start the server again only after the copy is complete.
Never copy an actively changing world and assume the result is a consistent backup. Keep at least one copy separate from the host so a disk failure or bad update does not remove both the live world and its backup.
Updates and scheduled restarts
Run the SteamCMD update sequence after Steam publishes a server update, then restart the process during a planned maintenance window. Scheduled restarts can reduce long-running instability, but they do not replace backups or solve a mod that is incompatible with the current build. Tell players when the server will stop so they do not lose progress.
Troubleshoot in the right order
Use this sequence instead of changing several variables at once:
- Confirm the build. Verify that server and clients use the same branch and build string. If Steam just updated, update the server and ask clients to verify their files.
- Read the first fatal console line. The earliest fatal message is usually more useful than later connection errors. Check that the process started with the profile name you intended.
- Check access settings. Confirm
Open=true, or create the required accounts whenOpen=false. Verify the server password and that players are using the correct account. - Check both gameplay ports. Allow and forward UDP
16261and16262. Confirm that the router forwards to the host’s current private address, not an old DHCP lease. - Check the active profile. If you used
-servername, edit that profile’s INI and sandbox files rather thanservertest.ini. - Validate the mod mapping. Every enabled mod needs a numeric Workshop ID and matching
ModsID, and clients need compatible copies. - Check memory. Compare the configured heap with available RAM. Lower an oversized heap before considering any increase, and inspect whether a mod or player load caused the failure.
Typical symptoms and fixes
| Symptom | Likely check |
|---|---|
| Players cannot see or reach the server from the Internet | Confirm the public IP, UDP forwarding for both ports, host firewall rules, and whether the network permits inbound connections. |
| LAN players connect but remote players cannot | The server is probably running, but the router forwarding, public address, or upstream NAT is not configured for Internet access. |
| The server starts but settings appear unchanged | Check -servername and edit the matching profile rather than the default servertest files. |
| A player is rejected immediately | Compare branch/build, Open and whitelist rules, password, and account name. |
| Connection fails after enabling mods | Compare both ID lists, remove the newest mod as a test, and verify that the mod supports the server’s branch. |
| The process exits with memory errors | Review -Xms/-Xmx, available host RAM, player count, and mod load; do not simply raise the maximum heap. |
Self-hosting versus managed hosting
Self-hosting gives you direct control of SteamCMD, the operating system, firewall, router, files, and restart schedule. A managed Project Zomboid host or general VPS can provide persistent uptime without requiring you to maintain every server task, but you still need to understand the profile, branch, ports, mods, and backups to operate the world safely.
Quick Recap
| Decision factor | Self-hosted machine | Managed host or VPS |
|---|---|---|
| Monthly cost | Depends on hardware, electricity, and any rented server; no dedicated-server software fee. | Recurring rental cost; no universal price is established. |
| Operating-system access | Full control of the host and files. | Varies by provider and plan; confirm whether you receive shell or file access. |
| SteamCMD updates | Your responsibility. | May be automated or assisted; verify how Build 42 and future updates are handled. |
| Firewall and ports | You configure the host firewall and router forwarding. | The provider may expose ports, but you must confirm the required UDP rules. |
| Backups | You design, run, and test them. | Backup schedules and retention vary; do not assume a snapshot is included. |
| Memory and CPU headroom | Limited by your machine or rented specification. | Defined by the selected plan and its resource limits. |
| Mods and configuration | Direct editing of Workshop and mod settings. | Usually supported, but the control panel and file permissions determine how easily. |
| Restart automation | You create a service, task, or schedule. | Often available, but confirm the exact restart and update behavior. |
| Latency | Depends on your home or chosen data-center location. | Choose a region close to the players and check network quality. |
Installation checklist
- Choose a host that can remain online and has enough available memory.
- Install SteamCMD and set a writable destination with
force_install_dir. - Run
login anonymous,app_update 380870 validate, andquit. - Review memory arguments before the first launch.
- Start
StartServer64.baton 64-bit Windows orstart-server.shon Linux. - Set the administrator credentials and locate
Zomboid/Server/servertest.ini. - Stop the server before editing any profile or copying a world.
- Allow and forward UDP
16261and16262; keep RCON27015separate. - Match the server branch/build to every client.
- Back up the stopped
Zomboidfolder before major updates or mod changes.
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