A Soulmask connection timeout means your client did not complete a connection with Steam, the host computer, router, or game server before the attempt expired. It does not identify the failing layer by itself. Start with Steam status, restart your router, test a wired connection, and check firewall, VPN, and proxy interference. For a private or dedicated server, then verify that the client and server use the same build, the server has finished starting, the password is exact, and both the configured game and Steam query UDP ports are reachable. Use a private IPv4 address only on a shared home network; remote players need the server’s public address and correctly forwarded ports.
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What the timeout message actually tells you
A timeout is a connectivity symptom, not a diagnosis. Your computer sent or expected traffic, but the required response did not arrive in time. The cause can be a Steam outage, unstable Wi-Fi, a host firewall, a VPN or proxy, an institutional network, an ISP restriction, incorrect router forwarding, a server that is still starting, a wrong password, or a client/server build mismatch.
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Work from the least invasive checks toward server configuration. Change one variable at a time and retry after each change. Simultaneously changing ports, firewall rules, and game files makes it impossible to know which change helped and can create new problems.
Identify which connection path you are using
| Path | Address the joining player uses | Who controls the likely failure points | Typical extra work |
|---|---|---|---|
| LAN (same home network) | The host computer’s private IPv4 address | Host firewall and local network | Allow inbound Soulmask traffic; no internet port forwarding should be needed |
| Internet, non-dedicated host | The host’s public address or the game’s supported invite/join route | Host firewall, router, NAT, and ISP | Forward the host’s configured UDP port when the game’s hosting method requires it |
| Internet, dedicated server | Public address plus the server’s configured game port | Server firewall, router or provider edge, and server process | Expose both the game UDP port and the separate Steam query UDP port |
A private address such as 192.168.x.x, 10.x.x.x, or 172.16.x.x is routable inside a local network, not across the public internet. Giving a remote friend that address will normally produce a timeout even when the server itself is healthy.
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1. Check Steam before changing Soulmask
Steam Support advises checking the Steam Server Status page when a connection problem might be system-wide. If Steam services are unavailable, wait and test again rather than deleting files, changing launch parameters, or rebuilding the server. A platform outage cannot be repaired on your computer.
- Confirm that Steam starts normally and that you can sign in.
- Check whether other Steam multiplayer games also fail to connect.
- Record the UTC time and your region if the outage appears regional.
If Steam is operating normally and only one Soulmask server fails, continue with the local-link and server checks below.
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2. Isolate your local network connection
Restart the network path
- Exit Soulmask and Steam.
- Unplug the router (and modem or gateway, if separate) for about 30 seconds.
- Reconnect the equipment, wait until the internet indicators stabilize, then start Steam and Soulmask.
This clears transient router state. It will not correct a wrong port rule or an offline server, but it is a safe first test.
Try Ethernet instead of Wi-Fi or powerline
Steam notes that wireless and powerline links can cause intermittent failures and recommends a wired test. Connect the gaming computer directly to the router with Ethernet, preferably a Cat6 cable for the diagnostic. If the timeout disappears on Ethernet, investigate Wi-Fi signal quality, channel congestion, mesh-node placement, or the powerline adapters rather than changing Soulmask files. The cable is only a test; it cannot repair a server outage or a blocked port.
Test another network
If possible, connect the client temporarily through a phone hotspot or another trusted connection. A successful test elsewhere points to the original router, ISP, or managed network. A failure on both networks makes a game build, account, server, or host-firewall problem more likely.
3. Check firewalls, VPNs, proxies, and filtering
Create narrowly scoped firewall allowances
On the computer running Soulmask, allow Steam and Soulmask through the operating-system firewall on the network profile you actually use. On Windows, open Windows Security → Firewall & network protection → Allow an app through firewall, enable the Steam and Soulmask entries, and permit the appropriate private or public profile. If the server is dedicated, create an inbound rule for its configured UDP game and query ports instead of opening every port.
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Security suites may have a second network filter. Add the same narrowly scoped application or UDP-port exceptions there. Do not leave the firewall or antivirus disabled permanently; disable a protection only long enough to perform a controlled test, then restore it.
Remove middleboxes from the test
- Disconnect from a VPN and retry.
- Turn off a proxy configured in the operating system or browser.
- Check antivirus “web shield,” “network inspection,” or gaming-network modules.
- Ask whether a university, workplace, hotel, or public Wi-Fi blocks gaming traffic.
- Check with the ISP if required UDP traffic is filtered or if you are behind carrier-grade NAT.
Steam warns that a firewall can begin blocking Steam after an update and that some networks or ISPs block required ports. Restore each protection after testing and keep a note of which exception solved the problem.
4. Get the address type right: LAN versus remote play
Joining on the same home network
- On the host, open Command Prompt and run
ipconfig. - Find the active adapter’s IPv4 address, for example
192.168.1.24. - Allow inbound Soulmask traffic in the host firewall.
- Have the second computer use that private IPv4 address through the game’s supported direct-join field or LAN workflow.
Do not forward LAN traffic on the router just to connect two computers inside the same home. If the host has several adapters (Wi-Fi, Ethernet, virtual VPN adapters), use the address belonging to the network both players share.
Joining from outside the home
A remote player needs the host’s public address and the port assigned to the game server. The router must forward that port to the host’s fixed local address, and the host firewall must allow it. If the public address changes, a previously working bookmark or join entry can become stale. Confirm the current address with the host rather than guessing from a private IPv4 value.
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For a dedicated server, update the player’s Soulmask installation and the server installation to the same supported build. A client that is newer or older than the server may fail during connection rather than display a useful version warning.
- Allow Steam to finish all Soulmask updates on the client.
- Update the dedicated-server files through the method used by the host or provider.
- Leave unsupported beta or experimental branches unless both sides intentionally use the same branch.
- Stop and restart the server after updating.
- Wait for the startup process to finish and confirm that the server reports itself ready before joining.
Do not assume that a process visible in Task Manager is ready to accept players. Read the server console or provider panel for its completed-startup state.
6. Verify the game and Steam query UDP ports
A dedicated server normally exposes two different functions: the game port carries player traffic, while the Steam query port lets the server list and tools discover its status. Server-container documentation describes separate UDP game and query ports. Both must be permitted by the host firewall and, for a self-hosted internet server, forwarded by the router using UDP.
Use the values assigned to your instance
Port numbers vary by configuration and provider. Copy the game and query values from the server panel, launch configuration, or container documentation for your instance. Community posts sometimes show example numbers, but those examples are not universal defaults. A rule for the wrong number, or a TCP-only rule where UDP is required, will still produce a timeout.
| Check | Correct approach | Common mistake |
|---|---|---|
| Game port | Use the configured Soulmask game UDP value | Forwarding an example port copied from another host |
| Steam query port | Use the separate configured query UDP value | Opening only the game port, so the server is invisible or stale in lists |
| Protocol | Select UDP (or UDP/TCP only if your provider explicitly requires both) | Creating a TCP-only rule |
| Destination | Forward to the server computer’s fixed private IPv4 address | Forwarding to an old DHCP address or another machine |
| Host firewall | Allow the same UDP ports inbound | Configuring the router but blocking traffic locally |
Make the local destination stable
Reserve the server computer’s address in the router’s DHCP settings or assign a suitable static address according to your network design. If the address changes after a reboot, the router can keep forwarding correctly named ports to the wrong device.
Understand list visibility versus direct connection
If the server appears in a list but a direct connection times out, inspect the query-port exposure, address, and firewall rules. If it is invisible, check query settings, registration, server startup completion, and build matching before assuming the game port is broken.
7. Confirm server identity, password, and readiness
- Re-enter the join password exactly, including capitalization and spaces if the server uses them.
- Confirm that the server process is running and has not crashed or restarted during your attempt.
- Use the current address and configured port supplied by the host or provider.
- Check that the server is not full, restarting, or restricted to a different branch or mod configuration.
- Try a direct connection only through the game’s supported method; do not append an unverified port number.
A wrong password usually produces a clearer authentication error, but a partially reachable or misconfigured server can still surface a generic timeout. Treat the exact message and server log line as evidence rather than relying on the wording alone.
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| Option | Firewall and router control | Update responsibility | Backups and recovery | Latency and support |
|---|---|---|---|---|
| LAN host | You control the host firewall and home network | Players update their own clients | Usually manual on the host | Usually lowest local latency; no provider support |
| Internet non-dedicated host | Host must handle NAT, firewall, and any forwarding | Host and joining clients must stay compatible | Tied to the host session and local files | Depends on host upload path and distance; limited escalation options |
| Self-hosted dedicated server | Full control of router, firewall, and server process | Administrator updates and restarts the server | Administrator must schedule and test backups | Location is your choice; troubleshooting is your responsibility |
| Managed dedicated host | Provider controls the edge network; you control panel settings allowed by the plan | Provider tooling may simplify updates, but verify who applies them | Review backup retention and restoration before relying on it | Choose a nearby region and verify support response times |
Choose the path that matches your control. Port forwarding is impossible when the ISP or managed network does not provide a reachable public address; a managed server may be simpler in that case, but you still need matching builds, correct ports, and accurate credentials.
9. Retest methodically and capture useful evidence
- Write down the client build, server build, region, UTC timestamp, address type (LAN or public), game port, query port, and exact error text.
- Test the same client against an official or known-good server. If that works, focus on the private server.
- Have another player try the server. One-player failure points toward that client or network; universal failure points toward the server path.
- Compare LAN and internet tests when you control both. LAN success with internet failure isolates NAT, forwarding, or ISP issues.
- Change one setting, restart the relevant process, and test again.
- Save the client log and dedicated-server console lines from the failed attempt, including the timestamp.
A simple record prevents a successful change from being lost among simultaneous edits and gives a host or support engineer reproducible facts.
Symptoms and the most useful next check
| Symptom | Most informative next check |
|---|---|
| Every Steam game fails | Steam status, router restart, wired test, and network or ISP restrictions |
| Only Soulmask fails on one computer | Client build, firewall allowance, VPN/proxy, and local logs |
| LAN works; remote players time out | Public address, fixed local destination, UDP forwarding, and ISP NAT |
| Server is listed but direct join times out | Query-port exposure, game-port rule, and the address/port entered manually |
| Server is not listed at all | Startup completion, query settings, registration, build match, and query UDP rule |
| Everyone times out after an update | Client/server build matching, branch selection, and a full server restart |
When to contact Soulmask support
Escalate after reproducing the timeout on a known-good network or server path and completing the build, firewall, address, and UDP-port checks. Steam’s Soulmask support page lists Qooland Games support at [email protected].
Include the client and server build numbers, region, UTC timestamp, server address and configured ports (redact passwords and sensitive addresses where appropriate), the exact error text, and relevant client and server log lines. State which tests succeeded—for example, whether LAN play works or another player can connect—so support can separate a local network fault from a server-side defect.
What not to do
- Do not assume a timeout proves that the server is offline.
- Do not use a private IPv4 address for an internet friend.
- Do not copy port numbers from an unrelated server or provider example.
- Do not forward TCP when the configured service requires UDP.
- Do not open every firewall port or leave protection disabled as a permanent “fix.”
- Do not edit server files before checking Steam status, connectivity, build matching, and startup state.
FAQ
Why does Soulmask say “connection timed out” when the server is online?
The process can be online while traffic is blocked or misrouted. Check the client/server build, host firewall, router destination, configured game and query UDP ports, and whether you are using a public address from outside the home.
Which ports should I forward?
Forward the game UDP port and the separate Steam query UDP port shown in your server panel or launch configuration. Values differ by instance, so there is no safe universal number to copy from a community example.
Can I connect with a private IP address?
Yes, when both computers are on the same local network and the host firewall allows the traffic. Remote players need the public address and forwarding to the server’s private address.
Does a Cat6 cable fix a timeout?
It can identify Wi-Fi or powerline instability by providing a wired diagnostic path. It cannot repair a Steam outage, wrong port, blocked firewall rule, or offline server.
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No published success-rate statistic establishes that any single fix always works. The reliable approach is to isolate Steam, the local link, security filters, addressing, builds, server readiness, and UDP reachability one layer at a time.
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