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Godlike.Host offers hosted Space Engineers servers with its own game panel, SFTP access and free DDoS protection, if you would rather not host it yourself.
For a player-hosted Space Engineers world, set Online Mode or Lobby Type to Private, then invite players through Steam. For a dedicated server, set OnlineMode to PRIVATE, assign a password, and, if appropriate, add a numeric Steam Group ID. Save the configuration used by the running instance, then check the firewall and UDP port forwarding if remote players still cannot connect.
What “private” means in Space Engineers
Space Engineers has four multiplayer access values. They do not provide the same level of control, so choose the one that matches how you want players to find and enter the world.
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| Setting | Multiplayer status | Who can join | When to use it |
|---|---|---|---|
OFFLINE |
Disabled | No multiplayer players | You want a completely solo world. |
PUBLIC |
Enabled | Anyone who can discover the session or server | You want the broadest access. |
FRIENDS |
Enabled | The host’s Steam friends | You are comfortable with every friend on the host account having access. |
PRIVATE |
Enabled | Only players specifically invited by the host | You need an invite-only session. |
The Space Engineers Wiki’s SessionSettings reference describes the last option as: “PRIVATE – multiplayer enabled and only invited players can join.” That is narrower than FRIENDS: adding someone as a Steam friend does not, by itself, make a Private world available to them.
On a dedicated server, privacy is controlled in the server configuration rather than by a host’s in-game lobby alone. A password and Steam Group restriction add separate checks, but they are not interchangeable settings.
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Make a player-hosted world private
These steps apply when one player starts the world and acts as the host. The host’s game session remains responsible for the world while it is running.
- Open the world. Load an existing save or create a new world from the Space Engineers main menu.
- Open multiplayer settings. From the world setup screen or the in-game settings for that world, open the multiplayer options. The label can appear as Online Mode or Lobby Type, depending on the screen and game build.
- Select Private. Choose Private, not Friends. Private makes the session invite-only; Friends allows the host’s friends to join more broadly.
- Save the world settings. Confirm the change before returning to the game. If you are editing an existing world, make sure you are changing that save rather than creating a second session with different settings.
- Invite each player through Steam. Use Steam’s Invite control for every person who should join. A player who has not received an invitation should not be able to enter the Private session.
- Keep the setting Private. Check the multiplayer option whenever you restart or reopen the world. Switching it to Friends or Public changes the audience and can make the session discoverable to people you did not intend to include.
Private versus Friends for a small group
Use Private when you want an explicit guest list—for example, a build project with a fixed set of participants. Use Friends only when everyone on the host’s friends list is an acceptable player. Friends is not a second form of invite-only access; it is a wider rule based on the host’s current Steam friendships.
What the host must do when players change
Invitations are managed by the host’s Steam session. If someone should no longer have access, stop inviting that person and review the active session before starting it again. If you need a persistent access policy that does not depend on one player keeping the world open, a dedicated server is a better fit.
Make a dedicated server private
A dedicated server runs separately from an ordinary player-hosted lobby. Use either the Space Engineers Dedicated Server Manager or the active SpaceEngineers-Dedicated.cfg file, and make sure you edit the profile that the running server actually loads.
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- Stop the server or open its active profile. Use the Dedicated Server Manager, or locate the
SpaceEngineers-Dedicated.cfgfile for the instance you intend to change. - Set the access mode. In the manager’s access controls, choose PRIVATE. In a configuration that exposes the property, set
OnlineModetoPRIVATE. Do not leave it atPUBLIC. - Set a strong password. Enter a password in the server’s Password field. Use a value that is not shared with other services, and distribute it only to the intended players.
- Optionally enter a Steam Group ID. If you want group-based visibility and access, enter the group’s numeric Steam Group ID in the server’s Steam Group ID field. Keen’s dedicated-server documentation says that a non-zero ID makes the server visible only to that Steam group.
- Check group membership. Every intended player must already belong to the Steam group. Entering the ID does not add people to the group automatically.
- Save the active configuration. Apply or save the profile in the manager, or save the configuration file. Verify that you did not edit an unused copy belonging to another server instance.
- Restart or reload as required. Restart the dedicated server if the manager requires a restart for access settings to take effect. A running process can continue using its old values until it reloads the profile.
- Test with an intended player. Have a group member connect using the new password. Test from a second account or ask a non-member to confirm that the server is not available to an unauthorized player.
Where to put the values
The exact layout differs between Dedicated Server Manager releases and manually maintained profiles. The important checks are the effective values, not the position of a field on screen: the running profile must contain OnlineMode=PRIVATE (where that property is exposed), the password must be saved, and any Steam Group ID must be numeric and non-zero when you want the group restriction.
Preventing an accidental public restart
Keep a copy of the intended private values in your server notes. After updates, profile migrations, or a new world, inspect the access mode before announcing that the server is available. A server that starts with a default or different profile can appear public even though you changed another configuration file.
Password or Steam Group ID: which control should you use?
These controls solve different problems. A password controls entry; a Steam Group ID controls which Steam group can see the dedicated server. For a persistent private server, using both creates two independent checks, but the official documentation does not promise that one mechanism replaces the other in every server-manager version.
| Control | What it changes | What it does not do | Best use |
|---|---|---|---|
| Password | Requires a player to provide the configured secret when joining. | It does not, by itself, document who can discover the server. | Restrict actual entry and provide a credential you can rotate. |
| Steam Group ID | With a non-zero ID, limits dedicated-server visibility to that Steam group, according to Keen’s documentation. | It does not enroll players in the group or replace a password in every manager version. | Reduce discoverability and tie access to an existing community. |
| OnlineMode=PRIVATE | Sets the dedicated server’s multiplayer access mode to private. | It does not correct a firewall, router, or wrong-profile problem. | Make the server’s base access policy private before adding other controls. |
Choosing a combination
- Small, invite-only group: Use Private mode and a password. Share the credential through a channel limited to the group.
- Large community with a controlled membership list: Use Private mode, a password, and the Steam Group ID. This reduces visibility while preserving a password check.
- Short-lived testing: Private mode and individual invitations may be enough on a player-hosted world; avoid changing a long-running dedicated profile unless you need persistence.
Network settings still matter
Privacy settings decide who is allowed to join; they do not create a network path to the server. A remote player can be authorized and still fail to connect if traffic cannot reach the machine.
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Firewall
Keen’s dedicated-server instructions say to allow incoming UDP traffic on the server’s listening port through the computer’s firewall. Create the rule for the actual port used by your instance, and apply it to the correct network profile. A rule for a different port or a blocked application will not help.
Router port forwarding
The Space Engineers Wiki setup guide uses UDP port 27016 in its default example and says to forward the configured UDP port from the router to the server computer. Treat 27016 as an example, not a universal value: forward the port shown in your active server configuration, and send it to the machine running that instance.
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Confirm that only one server instance is using the forwarded listening port. If two profiles or services compete for the same port, a player may reach the wrong world or no server at all. Check the server name and world after connecting so you know the test reached the intended instance.
What privacy cannot fix
- A blocked UDP rule cannot be repaired by changing Private to Friends.
- A router forwarding to the wrong computer will still fail for an authorized player.
- A server that is offline, crashed, or listening on another port will not become reachable when you change its password.
Why friends cannot join a private server
Work through the checks in this order. Change one category at a time so you can tell whether the failure is caused by authorization, configuration, or connectivity.
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1. Confirm the access mode
For a player-hosted world, reopen the multiplayer settings and verify Private. For a dedicated server, verify OnlineMode=PRIVATE or the equivalent manager value. A profile that still says PUBLIC is not private, while a profile changed but not reloaded may still be running its former value.
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2. Check the invitation or group membership
In a player-hosted world, send a new Steam invitation to the intended player. On a group-restricted dedicated server, verify that the player has actually joined the Steam group. The server does not add members automatically when you enter the group ID.
3. Recheck the password in the running profile
Confirm that the password was saved to the configuration loaded by the active server. If you maintain multiple worlds or profiles, it is easy to change one file while the service starts another. Re-enter the password carefully and restart or reload when required.
4. Verify the Steam Group ID
Use the numeric ID for the intended group, confirm that it is current, and make sure it is in the active server profile. A malformed, stale, or blank value can produce different visibility from what you expect.
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5. Make sure players selected the right server
Ask the player to check the server name, world, and host details. Similar names or multiple instances can lead someone to another server that has different privacy settings or a different password.
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If authorization looks correct but the server cannot be reached, check the host firewall’s incoming UDP rule, the router’s UDP forwarding target, the configured listening port, and whether another instance is already using that port. Do this before loosening the privacy mode; changing to Public will not repair a broken network path.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How to verify that the server is actually private
Use a short verification routine after the initial setup and after major configuration changes.
- Read the effective access mode in the manager or active configuration and confirm
PRIVATE. - Confirm the password is present in that same profile and that the server has been restarted or reloaded.
- If using a Steam Group ID, verify the numeric value and check membership for each intended player.
- Connect with an authorized account and confirm the correct world loads.
- Check from an account that was not invited, or from a player outside the Steam group, that the server is not available to that account.
- Record the listening UDP port and confirm the firewall and router rules point to the same server computer.
Repeat the check whenever you migrate a world, create a new server profile, change the router, or update the dedicated-server setup. Privacy is an active configuration, not a permanent property of the world name.
Common mistakes to avoid
- Choosing Friends instead of Private: Friends grants access to the host’s friends and is broader than an invitation-only session.
- Changing a setting in an unused profile: The running service may load another
SpaceEngineers-Dedicated.cfgfile. - Assuming the group ID adds members: Players still need to join the Steam group themselves.
- Forgetting to reload: A dedicated server can continue using old settings until it restarts or reloads.
- Forwarding TCP instead of UDP: The cited setup guidance calls for incoming UDP on the listening port.
- Forwarding the right port to the wrong machine: The router must target the computer actually running the server.
- Using a shared password everywhere: A Space Engineers password should be unique to this server and shared only with its players.
- Testing only from the host computer: A local test can succeed while remote players remain blocked by the firewall or router.
Which setup is right for your situation?
| Your situation | Recommended configuration | Reason |
|---|---|---|
| You occasionally host a world for named people. | Player-hosted world set to Private, with Steam invitations. | The host can control the guest list directly. |
| You want every Steam friend to be able to join. | Player-hosted world set to Friends. | This is broader than Private and follows the host’s friend list. |
| You need a world that remains available without the host playing. | Dedicated server with OnlineMode=PRIVATE and a password. |
The server process persists independently of a player-hosted lobby. |
| You run a community organized around a Steam group. | Dedicated server with Private mode, a password, and a numeric Steam Group ID. | The group restriction reduces visibility while the password controls entry. |
| You want solo play with no multiplayer. | OFFLINE. |
Multiplayer is disabled rather than merely restricted. |
Bottom line for a private Space Engineers server
Use Private plus Steam invitations for a normal hosted world. Use OnlineMode=PRIVATE, a strong password, and optionally a numeric Steam Group ID for a dedicated server. Keep every intended player in the group when group restriction is enabled, save the profile the server actually loads, and troubleshoot the firewall and UDP forwarding separately from privacy settings.
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