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BeamNG.drive has no confirmed official built-in online multiplayer in the documentation reviewed. To play with other people, most players use BeamMP, a free third-party multiplayer mod that still requires the paid BeamNG.drive base game. On the client side, the practical route is Windows: install BeamMP, start the BeamMP Launcher, and join a public server or connect directly by IP and port.
What “BeamNG.drive multiplayer” means
BeamNG.drive and BeamMP are separate pieces. BeamNG.drive is the paid driving simulation that supplies the game content. BeamMP adds the multiplayer layer and provides the launcher and server software. You do not normally start the ordinary BeamNG.drive executable when joining a BeamMP session; you start the BeamMP Launcher instead.
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There is no confirmed official built-in online multiplayer mode established by the sources reviewed. BeamMP is therefore the commonly documented way to play online, but it remains a third-party project rather than a multiplayer mode supplied by the BeamNG.drive developers.
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Requirements and platform support
| Component | What you need | Important qualification |
|---|---|---|
| Base game | A paid copy of BeamNG.drive | BeamMP is free, but it does not replace the base game. |
| Multiplayer client | BeamMP and its Launcher | Client guides describe Windows as the supported platform; no native Mac or Linux client was identified in the reviewed material. |
| Server software | A BeamMP server binary | Windows x86_64 builds and selected Debian/Ubuntu builds are documented in the current summary. |
| Authentication | An AuthKey generated with BeamMP Keymaster | Every hosted server needs a valid key. Keymaster login uses Discord. |
| Network | TCP and UDP port 30814 by default | Use the configured port if an administrator changes it. |
Platform support is easy to misunderstand: the game client is described as Windows-only, while the server software has Linux builds. Running a Linux server does not provide a native Linux BeamNG.drive client. Check the current BeamMP release notes before relying on a particular operating-system build.
How to install and start BeamMP
- Install BeamNG.drive first. The paid base game must be present on the Windows computer that will play.
- Install BeamMP. Use the current BeamMP client package and allow it to install its launcher alongside the game. Keep BeamNG.drive and BeamMP updated from their respective official release channels.
- Start the BeamMP Launcher. Do not launch BeamNG.drive directly for an online session. The launcher is responsible for starting the multiplayer client.
- Allow the first startup to finish. Security software may ask whether the launcher or game can communicate. Permit the application only if you obtained it from the official BeamMP distribution channel and understand the rule being created.
- Open the multiplayer screen. From the launcher, choose Multiplayer. You can then browse public servers or use the direct-connect option.
If the launcher opens the single-player game instead, close it and retry from BeamMP Launcher. Starting the wrong executable is one of the simplest ways to end up in the ordinary offline menu.
How to join a public BeamMP server
Public servers advertise themselves through the BeamMP server browser. Their visibility depends on the owner’s server settings and successful communication with the BeamMP backend.
- Open BeamMP Launcher and select Multiplayer.
- Open the Public Servers list.
- Search by the server name, or scan the list for the community you were given.
- Read the server’s displayed information, including its name, player availability and any stated mod or map requirements.
- Select the server and choose the join command shown by the launcher.
- Wait for the game to load the server’s content. Large or numerous mods can increase loading time and local storage use.
A server that is not in the browser may be intentionally private, still starting, or unable to complete backend communication. Ask the owner for the direct address instead of assuming your client installation is broken.
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How to use BeamMP Direct Connect
Direct Connect is the normal route for a private server or any server the owner has not published in the public browser. You need the server’s reachable IP address and port.
- Start BeamMP Launcher and open Multiplayer.
- Choose Direct Connect.
- Enter the IP address supplied by the server owner.
- Enter the port. Unless the owner changed it, use 30814.
- Submit the connection and wait for the handshake and content loading to complete.
The default port uses both TCP and UDP. If the owner supplies a non-default port, use that value exactly; substituting 30814 will fail even when the IP address is correct.
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How to host a BeamMP server
Hosting consists of obtaining the server binary, creating an AuthKey, editing the server configuration, making the listening port reachable, and testing the result. The same broad sequence applies whether the host machine runs Windows or one of the supported Debian/Ubuntu builds.
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1. Choose a supported server build
Use the BeamMP server binary that matches the host operating system and architecture. The documented Windows build is x86_64; selected Debian and Ubuntu builds are also listed. SteamCMD is not used for BeamMP server installation, so installing or configuring SteamCMD will not solve a BeamMP server setup problem.
Place the executable in a dedicated folder with permission to create and modify its configuration and log files. Keep backups of that folder before changing settings or adding a large mod collection.
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2. Create an AuthKey with Keymaster
- Open BeamMP Keymaster.
- Sign in using Discord, which is the login method described for Keymaster.
- Generate or obtain an AuthKey for the server.
- Copy the key exactly; do not add quotation marks or spaces when you paste it into the configuration.
The key identifies the hosted server to BeamMP’s backend. If the AuthKey field is empty, the server reports “No AuthKey specified” and shuts down after about ten seconds. That message points to the server owner’s configuration, not to a joining player’s BeamNG installation.
3. Edit ServerConfig.toml
The main settings are stored in ServerConfig.toml beside the server executable. Stop the server before editing this file: the configuration is read at boot, so changes made while the process is running may not take effect until the next restart.
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At minimum, review the AuthKey, port and privacy setting. Keep the default port of 30814 unless you have a reason to change it, and make sure any router and firewall rules use the same value.
| Setting or condition | Effect |
|---|---|
| AuthKey | Required for the hosted server to authenticate with BeamMP. |
| Port | Determines where clients connect; the documented default is 30814 over TCP and UDP. |
Private = false |
Allows the server to be eligible for public listing, provided backend communication succeeds. |
Private = true |
Hides the server from the public browser; it does not add password protection. |
Do not invent additional keys from an old tutorial. Configuration names can change between BeamMP releases; use the comments and format delivered with the server build or the current BeamMP documentation.
4. Make the port reachable
Allow inbound TCP and UDP traffic on the configured port in the host’s firewall. If the server is behind a router, forward that same TCP and UDP port to the machine running the BeamMP executable. Give players the externally reachable IP address, not an internal address that works only inside your home network.
A port rule cannot help when the server process is stopped or when the forwarded number does not match the number in ServerConfig.toml. Change one side at a time and retest so you know which setting fixed the connection.
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5. Start, test and publish
- Save
ServerConfig.tomland start the server executable. - Watch the startup output for authentication or binding errors.
- From a separate BeamMP client, try Direct Connect using the public IP and port.
- If the private setting is false, wait for backend registration and check the Public Servers browser.
- Give friends the exact server name, IP and port, plus any mod or map instructions.
Public listing requires all of the following: a valid AuthKey, Private = false, and successful communication with the BeamMP backend. A server can be reachable by direct IP and still be absent from the browser if one of those listing conditions is not met.
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No official BeamMP or BeamNG.drive developer statistic was located for guaranteed player capacity, storage, or bandwidth. Treat figures repeated by third-party guides as planning estimates rather than requirements.
- Storage: one guide estimates roughly 500 MB for the server itself, plus about 500 MB to 5 GB for mods. The range depends on the content installed and is not an official BeamMP specification.
- Upload bandwidth: one guide suggests about 5 Mbps of upload capacity per group of four players. This is an unverified rule of thumb, not a published service-level guarantee.
- Practical test: start with a small group, watch CPU, memory, upload use and connection errors, then add players or mods gradually.
Mods can dominate both disk use and startup time. Keep the server’s mod set consistent with what clients are expected to download, and remove obsolete packages when troubleshooting a load failure.
BeamMP troubleshooting
| Symptom | Likely cause | What to check |
|---|---|---|
| “Missing AuthKey” or “No AuthKey specified” | The server owner has not supplied a valid key. | Stop the server, obtain a key through Keymaster, paste it into ServerConfig.toml, save, and restart. An empty key causes shutdown after about ten seconds. |
| Connection refused | The server is not running, or the IP or port is wrong. | Confirm the process is running, verify the address, and use 30814 only when the owner kept the default. Check both TCP and UDP firewall/forwarding rules. |
| Server missing from Public Servers | It may be private, still starting, or unable to reach the backend. | Ask for Direct Connect details; confirm Private = false, a valid AuthKey and backend connectivity. |
| Direct Connect works locally but not for friends | The address is internal or the router/firewall is not forwarding the port. | Use the externally reachable IP and forward the configured port for both TCP and UDP. |
| Configuration changes appear ignored | The file was edited while the server was running. | Stop the process, edit ServerConfig.toml beside the executable, then start the server again. |
| Client starts offline BeamNG.drive | The ordinary game executable was launched instead of BeamMP Launcher. | Close the game and start the BeamMP Launcher, then choose Multiplayer. |
Keeping the setup maintainable
Record the exact connection details
Write down the server’s public IP, configured port, server name, operating system and whether it is private. This avoids the common mistake of distributing a local address or an outdated port after a configuration change.
Change one variable at a time
When diagnosing a failure, do not simultaneously replace the AuthKey, switch ports, change privacy and add mods. Verify authentication first, then local startup, then network reachability, then browser listing. A staged process makes each error meaningful.
Check release-specific documentation
The BeamMP documentation page used for the configuration summary was flagged as approximately 594 days old at the time of review. Port, AuthKey and platform behavior can change, so confirm those details against the current BeamMP release before opening a long-running public server.
Bottom line for players and hosts
For players, the reliable workflow is: install the paid BeamNG.drive base game, install BeamMP on a Windows client, launch BeamMP Launcher, and join through Public Servers or Direct Connect. For hosts, the critical pieces are a supported server binary, an AuthKey from Keymaster, a correctly edited ServerConfig.toml, and reachable TCP/UDP port 30814 unless you deliberately configure another port.
Quick Recap
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