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A standard Soulmask dedicated server uses UDP 8777 for game traffic and UDP 27015 for the Steam server-query and browser function. Forward both ports to the server’s fixed private LAN address, allow the same UDP ports through the host firewall, and start the server with matching -Port and -QueryPort values.
Those numbers are defaults, not permanent requirements. You can change them in the launch parameters or Engine.ini. Container images may choose different defaults; the documented jsknnr/soulmask-dedicated-server image uses UDP 27050 for game traffic and UDP 27051 for queries.
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| Function | Standard documented port | Protocol | Required? | Configuration |
|---|---|---|---|---|
| Game and client traffic | 8777 | UDP | Yes | -Port=8777 or Port=8777 in Engine.ini |
| Steam server query and browser listing | 27015 | UDP | Yes for reliable browser discovery | -QueryPort=27015 or GameServerQueryPort=27015 in Engine.ini |
| Echo/Telnet console | 18888 | TCP | No; optional administration | -EchoPort=18888 |
| RCON | 19000 | TCP | No; optional administration | Enable and set the RCON password and port in the server’s RCON settings |
The two UDP ports serve different purposes. Port 8777 carries the actual game session, while port 27015 lets Steam and server browsers query the instance. A server can sometimes accept a direct connection when its query port is misconfigured, but it may not appear correctly in the browser.
Every port in this table is configurable. The value opened on the router and firewall must be identical to the value selected in Soulmask, including the protocol.
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What must be reachable from the internet
UDP 8777: player connections
The game port is the endpoint clients use to exchange gameplay traffic with the dedicated process. A forwarding rule that sends TCP 8777 instead of UDP 8777 does not satisfy this requirement. If you select another game port, replace 8777 everywhere: the launch argument or configuration file, the router rule, and the operating-system firewall rule.
UDP 27015: Steam queries
The query port supplies status information used by Steam and server-browser tools. It is separate from the game port, so forwarding only 8777 can leave the server invisible or show stale information even though a direct connection succeeds. Keep the query value consistent across Soulmask, the router, and the firewall.
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TCP 18888 and 19000: administration only
Echo/Telnet on TCP 18888 and RCON on TCP 19000 are management interfaces, not ordinary player-connection ports. Do not expose them unless you have enabled those features and need remote administration. If you open either endpoint, restrict its source addresses where your firewall and router permit, use a strong RCON password, and close the port again when the service is not needed.
Choose the correct values for your hosting method
Standard SteamCMD-style installation
The commonly documented dedicated-server setup uses 8777/UDP and 27015/UDP. These are the values to use when following a conventional installation that does not replace them with a container-specific mapping.
Containerized installation
Container images can define their own defaults. The documented jsknnr/soulmask-dedicated-server image lists UDP 27050 as its game port and UDP 27051 as its query port. Its documentation also states that game ports are arbitrary above 1000. In that deployment, 27050 and 27051—not 8777 and 27015—must be published by the container runtime, allowed by the host firewall, and forwarded by the router.
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Hosted VPS or a server with a public address
A machine with a directly assigned public address normally has no home-router NAT rule to create. You still need inbound UDP rules in the VPS provider’s firewall or security group and in the operating-system firewall. Use the same Soulmask configuration and port pair in both places.
Prepare the server before creating forwarding rules
- Give the server a stable private address. Create a DHCP reservation in the router for the server’s network adapter, or configure a static LAN address outside the router’s automatic DHCP pool. A forwarding rule tied to a changing address will eventually point at the wrong device.
- Record the selected game and query values. Start with 8777 and 27015 for a standard installation, or note the values required by your container image. If another service already occupies a port, choose a different pair above 1000 and use those values consistently.
- Check the network topology. If your internet modem and personal router both perform NAT, the forwarding rule may be needed on both devices. If the router’s internet-facing address is private rather than public, your connection may be behind carrier-grade NAT (CGNAT), which prevents ordinary inbound forwarding unless your provider supplies a public address or another supported solution.
- Reserve administration ports separately. If you use Echo/Telnet or RCON, ensure their TCP ports do not conflict with another service and decide which networks, if any, should be allowed to reach them.
Set Soulmask’s ports
Launch-parameter method
Add the port arguments to the command or startup script that launches the dedicated server:
-Port=8777 -QueryPort=27015
For a custom pair, substitute your selected values, for example:
-Port=28077 -QueryPort=28015
Use one game port and one query port per running server instance. If you launch two instances on the same host, they cannot bind the same UDP endpoints.
Engine.ini method
Open the server’s Engine.ini in its configuration directory and set the matching keys used by your installation:
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Port=8777
GameServerQueryPort=27015
For custom values, change both numbers together. If your startup script supplies command-line arguments, verify which source takes precedence in your installation and avoid leaving contradictory values in two places. Restart the dedicated process after editing the file; a running process will not normally adopt a new listening port until it is restarted.
Confirm what the process is actually listening on
Do not assume a configuration edit succeeded. After restarting, inspect the server log for its bound ports or use the operating system’s listening-socket tools. On Windows, Resource Monitor or PowerShell can show UDP endpoints; on Linux, ss -lunp lists UDP sockets and the owning process. The result should match the pair you plan to publish.
Forward the ports on a home router
Router interfaces use different names, but the workflow is the same: create inbound NAT rules from the public interface to the server’s reserved LAN address.
- Sign in to the router’s administration interface.
- Open the section labelled Port Forwarding, NAT, Virtual Server, or a similar term.
- Create a rule for the game endpoint. Set the protocol to UDP, enter the selected external and internal game port (8777 for the standard setup), and set the destination to the server’s fixed private IP address.
- Create a second rule for the query endpoint. Again select UDP, enter 27015 externally and internally for the standard setup, and use the same destination address.
- Save or apply the rules. Some routers require a reboot; others activate them immediately.
- If you intentionally use different external and internal numbers, document the mapping and make sure the value visible to players is the one Soulmask and the query service expect. Keeping external and internal numbers identical is simpler and avoids mistakes.
Do not select TCP-and-UDP when the router offers a precise protocol choice unless you have a specific reason to permit the extra traffic. The required game and query endpoints are UDP.
Allow the same ports through the host firewall
Router forwarding delivers packets to the server’s LAN address, but the operating system can still discard them. Create inbound UDP rules for the selected game and query ports.
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Windows Firewall
In Windows Defender Firewall with Advanced Security, choose Inbound Rules, then New Rule. Select Port, choose UDP, enter the local game port, select Allow the connection, and apply the rule to the profiles used by the server. Repeat for the query port. A PowerShell equivalent for the standard pair is:
New-NetFirewallRule -DisplayName "Soulmask Game UDP 8777" -Direction Inbound -Protocol UDP -LocalPort 8777 -Action Allow
New-NetFirewallRule -DisplayName "Soulmask Query UDP 27015" -Direction Inbound -Protocol UDP -LocalPort 27015 -Action Allow
Replace the numbers when using custom ports. If the server runs under a restricted Windows account or a dedicated executable rule, confirm that the rule applies to the correct program and network profile.
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Linux with UFW
On a host using UFW, allow the two UDP ports explicitly:
sudo ufw allow 8777/udp
sudo ufw allow 27015/udp
sudo ufw status
Use your selected values instead of the defaults. Systems using another firewall manager require equivalent inbound UDP rules. On a VPS, apply the same allowances in the provider’s network firewall or security group.
Publish ports when using a container
A container has its own network namespace, so opening a port on the physical host is not enough. The container runtime must publish the configured UDP ports, and the host firewall and router must allow the host-side values.
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For the documented jsknnr image defaults, the required host-to-container mappings follow this pattern:
-p 27050:27050/udp -p 27051:27051/udp
Use the image’s documented environment variables or configuration mechanism to change the internal values, then change the published mappings to match. A mismatch such as publishing 8777 while the container listens on 27050 leaves the service unreachable even if the router rule looks correct.
When running several containers on one host, assign a unique game/query pair to each instance. You may map different host ports to different container ports, but every mapping must be reflected in the Soulmask configuration, runtime publish options, firewall, and router. The image documentation’s statement that ports above 1000 are arbitrary means you can choose an unused pair; it does not remove the need for consistent forwarding.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Test the connection in the right order
- Test on the server itself. Confirm that the process starts without a bind error and that its log reports the intended ports.
- Test from another device on the same LAN. Connect using the server’s private address. This isolates Soulmask and the host firewall from the internet router. If LAN clients cannot connect, fix the process configuration or host firewall first.
- Test from outside the LAN. Use a device on cellular data or another network and connect to the public IP with the game port. Testing from inside the same network can be misleading when the router lacks NAT loopback support.
- Check browser discovery separately. If direct connection works but the server is absent or has incorrect status in the browser, concentrate on UDP 27015 (or your custom query value): verify the Engine.ini or command-line setting, the router’s destination and protocol, the host firewall, and any container publish mapping.
- Retest after every port change. Restart Soulmask, confirm the new listening sockets, and update all network layers before drawing conclusions from a failed connection.
Generic port-check websites often test TCP and therefore cannot prove that a UDP game endpoint is reachable. A successful in-game direct connection and an external browser query are more meaningful checks for this setup.
Troubleshoot common failures
| Symptom | Likely cause | What to check |
|---|---|---|
| Works on the LAN, fails from the internet | Incorrect NAT target, host firewall block, double NAT, or CGNAT | Confirm the server’s reserved private IP, both UDP forwarding rules, firewall allowances, and whether the router has a public address. |
| Direct connection works, browser listing fails | Query port is not forwarded or does not match Soulmask | Verify UDP 27015 (or the custom query value) in the launch settings, Engine.ini, router, firewall, and container mapping. |
| Container starts but no one can join | Published ports differ from the ports used inside the container | Compare the image’s configured values with the runtime’s UDP publish arguments and the host/router rules. |
| Server reports “address already in use” | Another process or another Soulmask instance owns the port | Inspect active UDP sockets, stop the conflicting service, or assign a unique game/query pair. |
| Players could connect before a port change but cannot now | Only one layer was updated | Restart the server and synchronize command-line or Engine.ini values, router forwarding, firewall rules, and any container publish settings. |
| Management tool cannot connect | Echo/RCON is disabled, uses TCP, or is blocked | Confirm the optional feature is enabled, use TCP 18888 or 19000 as configured, and limit access with firewall rules. |
Run multiple Soulmask servers on one host
Each process needs its own game and query endpoints. For example, one instance could use 8777/UDP and 27015/UDP while a second uses 8778/UDP and 27016/UDP. Create separate router and firewall rules for every pair, and configure each process with its own values. If you use Echo/Telnet or RCON, give each instance a distinct management port as well.
Keep an inventory containing the instance name, private destination address, game port, query port, optional management ports, and the external address players should use. This prevents a later configuration change from silently routing traffic to the wrong server.
Quick Recap
Security practices for exposed ports
- Expose only the two UDP ports required for player access. Leave TCP 18888 and 19000 closed unless their functions are enabled and needed.
- Restrict RCON and Echo/Telnet source addresses whenever the router or firewall supports allowlists.
- Use a unique, strong RCON password and avoid sharing administrative credentials with regular players.
- Keep the server host and router firmware updated, and remove obsolete forwarding rules when an instance is retired.
- Review firewall logs after opening the ports. Unexpected traffic is a reason to narrow source networks or disable an optional management endpoint, not to open additional ports indiscriminately.
Which port pair should you use?
| Deployment | Starting values | Main networking task | Important caveat |
|---|---|---|---|
| Conventional dedicated server | 8777/UDP game, 27015/UDP query | Forward both values to a stable LAN address and allow them through the host firewall. | Changing either value requires synchronized updates everywhere. |
| jsknnr container image | 27050/UDP game, 27051/UDP query | Publish the container ports, then allow and forward the same host-side UDP values. | Do not assume the conventional 8777/27015 pair; follow the image’s defaults or selected overrides. |
| Public-address VPS | Any unused configured pair | Allow the pair in the provider security group and operating-system firewall. | No home-router NAT rule is needed when the server itself has the public address. |
| Several instances on one host | A unique pair for every instance | Create separate mappings and firewall rules for each process. | Management ports must also be unique if enabled. |
Final verification checklist
- The dedicated process is running and listening on the intended UDP game port.
- The query setting uses a separate UDP port and matches the configured browser endpoint.
- The server has a fixed private address or a correctly assigned public address.
- The router forwards both UDP ports to the correct machine, with no accidental TCP-only rule.
- The host firewall and, for a VPS, the provider firewall allow the same values.
- A container runtime publishes the ports actually used inside the container.
- Direct connection and browser discovery have been tested from outside the local network.
- Optional Echo/Telnet and RCON ports remain closed unless deliberately enabled and secured.
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