Install the free Project Zomboid Dedicated Server tool with SteamCMD by downloading Steam app ID 380870, launching the supplied server script, and configuring the generated profile in your Zomboid/Server folder. The default player ports are UDP 16261 and 16262. This guide covers Windows, Linux, and macOS hosts, first boot, profiles, networking, memory, mods, backups, updates, and the failure checks that solve most connection problems.
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What you need before installing
A dedicated server is a separate Project Zomboid process that can stay online when no one is playing. It suits a persistent world, a rented virtual machine, or a headless computer. For a small group playing only while the host is online, the game’s in-game Host session may be simpler.
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- Permission to install SteamCMD and write to the directory you choose for the server.
- Router and firewall access if players will connect over the Internet.
- Enough memory for the Java heap and the operating system. Do not accept the shipped heap values blindly on a small machine.
- A client installation on the same Project Zomboid branch and build as the server.
Stop the server normally before copying its world or editing configuration. The Project Zomboid wiki warns that copying or editing a running world can produce an inconsistent backup or damaged files.
Install the dedicated-server files with SteamCMD
1. Install SteamCMD for the host operating system
Install SteamCMD using the package or archive appropriate for Windows, Linux, or macOS, then start its command prompt. Choose a directory you control for the dedicated-server files. The directory can be on a separate data volume, but it must be writable by the account that will run the server.
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2. Download the Project Zomboid tool
At the SteamCMD prompt, run the documented sequence below. Replace the first line’s path with the directory where you want the server installed.
force_install_dir <folder for the server>
login anonymous
app_update 380870 validate
quit
380870 is the Steam app ID for Project Zomboid Dedicated Server. It is a free-to-download tool, and the anonymous login is sufficient. The validate option checks the downloaded files instead of merely updating their version.
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When a server update is released, start SteamCMD again and repeat app_update 380870 validate. Updating the files does not automatically update every player’s game; clients must also move to the same branch and build.
3. Confirm the installation directory
After SteamCMD exits, verify that the selected directory contains the server launch files. On 64-bit Windows the file is StartServer64.bat; on Linux the documented launcher is start-server.sh. SteamDB lists Windows and Linux launch files, and the dedicated-server tool is also identified as supporting macOS. Use the launcher supplied for your operating system rather than attempting to start the game executable directly.
Start the server and complete first boot
Windows
Run StartServer64.bat from the server directory. Keep the console window visible on the first run so you can answer the administrator-password prompt and see any fatal startup message.
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Linux
Run start-server.sh from the installation directory under the account that owns the files. Keep the terminal attached for the initial launch, or place the process under your normal service or terminal-management method only after you have confirmed that it starts correctly.
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The first boot asks for an administrator password and creates the server profile under the launching user’s Zomboid/Server directory. The default profile is named servertest. A typical first-run sequence is therefore:
- Launch the operating-system script.
- Enter and record the administrator password when prompted.
- Wait for the console to finish creating the profile and world files.
- Stop the process normally before changing settings.
- Copy the new
Zomboidfolder, or at least the active profile, as your initial backup.
The profile is separate from the SteamCMD installation directory. If you run the launcher as a different operating-system user, the server may create or read a different user’s Zomboid folder.
Understand the server profile files
For the default profile, files are stored in Zomboid/Server and use the servertest name. The most important files are:
| File | Purpose | When to edit |
|---|---|---|
servertest.ini |
Core server settings, including visibility, password, open or whitelist behavior, ports, and player limit. | After a clean shutdown, when changing access or server-wide limits. |
servertest_SandboxVars.lua |
World sandbox rules. | Before creating a new world or when deliberately changing sandbox behavior. |
servertest_spawnpoints.lua |
Spawn-point configuration. | When controlling where players can spawn. |
servertest_spawnregions.lua |
Spawn-region configuration. | When changing selectable spawn regions. |
| Related profile files, including the zombies configuration | Additional generated world and population settings documented for the server. | Only when you understand the setting and have a backup. |
Use -servername <name> when you want a profile other than servertest. The server then reads files whose names match that value, such as <name>.ini and the corresponding sandbox and spawn files. Always verify the active -servername before editing; changing the wrong profile is a common reason a setting appears to have no effect.
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Open the correct ports
Player traffic
The documented default gameplay ports are UDP 16261 and UDP 16262. Allow both ports through the host firewall. For Internet players, forward both UDP ports from the router to the computer running the server. Forwarding only the first port can leave the server visible while preventing normal player traffic.
RCON is separate
Remote console (RCON) is listed separately on port 27015. It is not a replacement for the player ports. Do not open or forward it unless you have deliberately enabled and secured RCON, and never give its credentials to ordinary players.
Joining the server
- Open Project Zomboid’s multiplayer screen.
- Enter the host’s public IP address and port
16261for an Internet connection. - For a LAN or VPN connection, use the host’s private address instead.
- Create or use a server account according to the profile’s access rules.
The server’s Open setting controls whether accounts may join openly. With Open=false, create whitelist accounts rather than expecting an unrestricted connection.
Make the server and clients match
Every client must use the same Project Zomboid branch and build string as the dedicated server. Stable and beta branches are not interchangeable, and Build 41 and Build 42 worlds are not interchangeable. A port-forwarding test is wasted effort if the build strings differ.
- Read the build or branch shown by the server and by each player’s game.
- Choose one branch for the group; do not mix stable, beta, Build 41, and Build 42.
- After
app_update 380870 validate, have every player update or verify game files. - Only then investigate firewall, router, password, or mod errors.
Keep a copy of a working world before switching branches. A world created on one build may not be usable after a branch change.
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Set memory and useful launch options
Shipped Build 42 heap values
PinDrop reports these shipped Build 42 defaults:
| Platform file | Reported default | Practical implication |
|---|---|---|
| Windows 64-bit batch file | -Xms16g -Xmx16g |
The process requests a 16 GB initial and maximum heap; lower it before first launch if the host cannot provide that memory. |
Linux ProjectZomboid64.json |
-Xmx8g |
The maximum heap is configured at 8 GB; confirm the machine can supply it alongside the operating system. |
These are packaged defaults, not a promise that every world needs that much RAM. If the host is smaller, reduce the values in the platform’s supplied configuration before launching. The wiki advises scheduled restarts for long-running servers and warns against blindly increasing -Xmx after an out-of-memory crash; first inspect the available memory, active mods, and logs.
Documented options
Useful start options include:
-adminpasswordand-adminusernamefor specifying administrator credentials at launch.-cachedir=for choosing where cached server data is stored.-nosteamfor a launch configuration that does not use Steam integration.-servername <name>for selecting a profile and save set other thanservertest.
Change one option at a time, record it, and restart cleanly. Keep the original launcher settings in your backup so you can undo an unsuccessful change.
Configure player limits and access
The Build 42 settings reference enumerates 144 server settings. The central access and capacity choices live in the profile’s INI file:
- Open access:
Open=trueallows the open-account behavior;Open=falserequires the account or whitelist arrangement you configure. - Password: Set a server password when the world should not be publicly joinable.
- Ports: Keep the server and router/firewall values aligned with UDP
16261and16262, unless you intentionally change them. - MaxPlayers: The documented range is 1–254. PinDrop warns that counts above 32 can cause poor map streaming or desynchronization, so the numeric maximum is not a recommendation for a normal public world.
Make capacity decisions from the host’s CPU, memory, network upload capacity, map size, and mod load rather than selecting 254 simply because the setting permits it.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Install and map mods correctly
A dedicated server does not inherit the mod-manager choices from a player’s client. Every server mod needs both sides of the mapping in the server profile:
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WorkshopItems=contains the numeric Steam Workshop IDs.Mods=contains the matching in-game mod IDs.
Use the exact IDs supplied by the mod author. A Workshop item without its corresponding Mods entry, or a mod ID without the Workshop item that provides it, can prevent clients from loading the world correctly.
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- Back up the complete
Zomboidfolder. - Add the numeric Workshop IDs to
WorkshopItems=. - Add the matching mod IDs to
Mods=. - Start the server and read the first mod-related error in the console.
- Have every client subscribe to or otherwise install the same mod set and matching versions.
Be especially cautious with map-affecting mods. Keep a pre-change backup because removing or changing one after a world has been played can leave map data that cannot be cleanly reversed.
Back up, update, and maintain the world
What to back up
Back up the complete user-level Zomboid folder, not only the SteamCMD installation directory. Keep saves, server INI files, sandbox and spawn files, mod-related settings, and logs together. Make the copy while the server is stopped.
When to back up
- Before a Steam server update.
- Before switching between stable, beta, Build 41, or Build 42.
- Before installing, removing, or updating a map-affecting mod.
- Before changing the profile name or major sandbox settings.
- On a regular schedule for an active persistent world.
Updating without losing the working setup
- Announce downtime and stop the server normally.
- Copy the current
Zomboidfolder and note the active-servername. - Run SteamCMD with
app_update 380870 validate. - Start the same platform script and watch for fatal errors.
- Have players update or verify their client files before reconnecting.
Scheduled restarts can limit long-running degradation, but they are not a substitute for backups or for fixing an out-of-memory condition.
Self-hosting versus managed hosting
A managed Project Zomboid host can be useful when you want persistent uptime without maintaining SteamCMD, port forwarding, backups, and restart automation. The trade-off is less operating-system control and dependence on the provider’s current branch and Build 42 support. No single monthly price applies without a specific provider, location, memory allocation, and support plan.
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| Decision factor | Self-hosted machine or VPS | Managed hosting |
|---|---|---|
| Monthly cost | You provide or rent the machine; the server software itself is free. | Recurring hosting charge; amount depends on provider and resources. |
| Operating-system access | Full access to SteamCMD, scripts, files, and logs. | Usually a control panel or restricted access. |
| SteamCMD updates | Your responsibility. | May be automated, but confirm how quickly branches and Build 42 are supported. |
| Firewall and ports | You configure UDP 16261 and 16262 and any router forwarding. | Often handled in a panel or by the host, subject to its network policy. |
| Backups and restores | You design and test them. | May be included or extra; verify retention and restore access. |
| Memory and CPU headroom | You choose the machine and heap. | Limited by the selected plan and shared-resource policy. |
| Mods and automation | Direct control of WorkshopItems, Mods, scheduled restarts, and scripts. | Convenient panels may exist, but functionality varies. |
| Geographic latency | Choose a location close to your players. | Choose among the provider’s available regions. |
Troubleshoot in the order that saves time
Players cannot connect at all
- Compare the server and client build strings.
- Confirm the server is running and has completed startup.
- Check that the host firewall allows UDP
16261and16262. - Check router forwarding to the correct private IP address.
- Use the public address from outside the LAN; use the private address for LAN or VPN players.
The server appears, but accounts are rejected
- Check the active profile’s
Openvalue. - If
Open=false, create or authorize the required whitelist accounts. - Verify that players are using the intended server password and the correct profile.
A setting change has no effect
- Stop the server cleanly.
- Confirm the launch command’s
-servernamevalue. - Edit the matching file under
Zomboid/Server, not a similarly named inactive profile. - Restart and read the console for the profile it loaded.
Mods fail to load or clients desynchronize
- Confirm every mod has both a numeric
WorkshopItems=entry and a matchingMods=ID. - Ensure clients have the same mod set and compatible versions.
- Restore the pre-mod backup if a map-affecting change produces a broken world.
The process runs out of memory
- Check available physical memory and the configured heap before changing anything.
- Lower an oversized
-Xmsor-Xmxvalue when the host cannot supply it. - Review active mods and the player load.
- Use scheduled restarts for a long-running server.
- Do not simply raise
-Xmxafter an out-of-memory crash; that can starve the operating system and make the failure worse.
An update suddenly breaks joining
Update the dedicated-server files first with SteamCMD, then have every client update or verify its game files. If the server and clients are on different branches or build strings, fix that mismatch before testing ports or mods.
Quick Recap
Final installation checklist
- SteamCMD installed for the host operating system.
force_install_dirpoints to a writable server directory.app_update 380870 validatecompleted successfully.- The correct launcher is used:
StartServer64.baton 64-bit Windows orstart-server.shon Linux. - Administrator credentials recorded after first boot.
- Active profile identified under
Zomboid/Server. - UDP
16261and16262allowed in the firewall and forwarded for Internet play. - Server and all clients on the same branch and build.
- Heap values fit the machine’s available memory.
- Mods mapped in both
WorkshopItems=andMods=. - A stopped-server backup exists before the world is opened to players.
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