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How to Run a Project Zomboid Dedicated Server on Linux

A complete Linux setup guide for Project Zomboid dedicated servers: install app 380870, generate servertest files, forward UDP 16261/16262, configure mods, run systemd, and fix connection failures.
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A reliable Linux server uses SteamCMD app ID 380870, runs under a dedicated non-root account, and keeps the server profile, firewall, router, and clients on the same settings. Install the server in a fixed directory, launch it once with an administrator password to create servertest.ini and servertest_SandboxVars.lua, forward UDP 16261 and 16262, then manage the process with a careful shutdown and update routine.

What you need before installing

Plan the server as a service rather than as a game started from your personal shell account. Create a Linux account such as steam or pzserver with ownership of the installation and save directories. Do not run the game server as root: a compromised mod, script, or service process should not have unrestricted control of the operating system.

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  • A Linux host with a stable public address or a router that can forward traffic to it.
  • A dedicated account with a controlled home directory.
  • SteamCMD installed through your distribution’s supported package method.
  • Permission to open host-firewall rules and, for a home server, router NAT rules.
  • Enough CPU, memory, storage, and network capacity for the number of players and mods you plan to use. The supplied documentation does not establish a universal minimum, so monitor the host after adding players or large mod collections.

The dedicated server bundles a Java runtime. A system Java runtime can be a fallback if the bundled runtime cannot start, but install it only according to your distribution’s guidance.

Install SteamCMD on Debian or Ubuntu

On Debian-based systems, enable the 32-bit architecture before installing the distribution package. A representative sequence is:

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sudo dpkg --add-architecture i386
sudo apt update
sudo apt install steamcmd

Package names and repository requirements differ by release. If your distribution offers a maintained SteamCMD package, use that package rather than downloading an unrelated binary. Verify that the command is available to the service account before continuing.

Install the dedicated server with the correct Steam app

Project Zomboid’s player application and its dedicated server use different Steam app IDs. The dedicated server uses 380870. Install it into a directory such as /opt/pz and run SteamCMD as the service account:

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sudo -u steam -H steamcmd 
  +force_install_dir /opt/pz 
  +login anonymous 
  +app_update 380870 validate 
  +quit

The validate option checks the downloaded files. Repeat +app_update 380870 validate when you intentionally update the server. Record the resulting branch or build after each update and require every client to use that same branch; a client and server on different builds commonly produce join failures or a black screen.

Check ownership before launching:

sudo chown -R steam:steam /opt/pz
sudo -u steam -H ls -l /opt/pz/start-server.sh

Do not install the server in a directory that only root can read. The account that starts the process must be able to create and modify both the installation and its Zomboid data tree.

Run the first launch and generate the profile

Start the script once with a strong administrator password:

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sudo -u steam -H /opt/pz/start-server.sh -adminpassword 'use-a-strong-secret'

The first run creates the server profile beneath the account’s Zomboid/Server directory. The default profile is normally named servertest. Expect files such as:

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  • servertest.ini for server-level options.
  • servertest_SandboxVars.lua for world and gameplay rules.
  • Spawn-point and region data used by the world.
  • A zombies file and the save data created as the world initializes.

Wait for the console to finish creating the world, then type quit at the server console. This lets Project Zomboid save and close cleanly. Force-killing the process during its first write can leave an incomplete profile or a damaged world.

Use a custom profile name when needed

Multiple worlds can coexist under separate profile names. If you use -servername, the corresponding files use that name instead of servertest; for example, a profile named survival uses survival.ini and survival_SandboxVars.lua. Keep the launch option, the files you edit, and the service’s working environment consistent. Editing servertest.ini while starting -servername survival will appear to ignore your changes because the process is reading another profile.

Open and forward the required UDP ports

A default server needs two UDP ports. The official Project Zomboid announcement explains that UDP 16261 handles Steam queries and UDP 16262 handles the direct game connection. Both values can be changed, but every layer must use the same pair.

Port Protocol Role Where to configure it
16261 UDP Steam query or game port Server profile, host firewall, router/VPS firewall, and client connection port
16262 UDP Direct connection port Host firewall, router/VPS firewall, and the server’s adjacent-port configuration

Open both UDP rules on the Linux host. Then create router port-forwarding rules from the public interface to the Linux machine’s fixed LAN address. A TCP rule does not replace the required UDP rule. On a VPS, also allow both ports in the provider’s security group or network firewall.

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Use distinct ports for multiple instances

Each instance needs its own pair. Give the second profile a different game port and its corresponding direct-connection port, then duplicate the firewall and NAT rules. Do not let two processes bind the same port. Keep a written map of profile name, game port, direct port, and LAN address so that a later change does not silently point traffic at the wrong world.

Account for CGNAT and restrictive networks

Carrier-grade NAT, hotel or apartment networks, and restrictive VPS security groups can prevent unsolicited inbound traffic even when local firewall rules look correct. Test from a genuinely external network, such as a friend’s connection or a mobile hotspot. If the host listens locally but an outside test cannot reach it, investigate the public address, upstream NAT, and security-group policy before changing Project Zomboid settings.

Edit server and world settings

Use the profile’s .ini file for server behavior and the SandboxVars file for gameplay rules. The files are plain text, so stop the server before editing and make a backup first.

Server-level options in servertest.ini

Important categories include:

  • DefaultPort and UDPPort, which must match the ports opened in the firewall and router.
  • Open, player limits, password and whitelist behavior, and other access controls.
  • RCON settings, if you deliberately enable remote administration.

The Build 42 reference published by Pindrop in 2026 enumerates 144 server settings. Treat that count as a reference for that build, not a promise that every future branch will expose exactly the same keys. Preserve the spelling and capitalization used by the generated file; unknown or misspelled keys may be ignored.

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Gameplay rules in servertest_SandboxVars.lua

SandboxVars controls the world rules rather than network identity. Change one related group at a time, save the file, and restart so you can attribute a behavior change to a specific edit. Keep the original generated file and a dated copy of every working revision.

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Confirm which files the process reads

If a setting appears ignored, check all of the following:

  • The service runs as the same account whose Zomboid/Server directory you edited.
  • The systemd unit sets the intended HOME and working directory.
  • The launch command does not specify a different -servername.
  • The file name exactly matches the active profile.
  • The server was fully stopped before the edit and restarted afterward.

Add Workshop items and mods safely

Start with an unmodded server and confirm that a client can join. Then add a small, documented batch. A modded profile needs the correct Steam Workshop IDs in WorkshopItems and, where the mod requires it, matching internal names in Mods. Workshop IDs and internal mod identifiers are not interchangeable; copy each value from the mod’s documentation or Workshop page.

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  1. Stop the server with quit and back up the profile and world.
  2. Add one small group of Workshop IDs and the required internal mod entries.
  3. Start the server and inspect the console for download, dependency, or Lua errors.
  4. Join with a client that has the same branch and the same mod collection.
  5. If the join fails, remove or update the most recently added batch before adding anything else.

Game updates can break older mods. Freeze the server branch while a group is playing, keep a tested backup before changing the build, and document the exact Workshop and mod lists that produced a working world. Avoid adding many unrelated mods at once: a single bad dependency is much harder to isolate in a large batch.

Create a systemd service

Running under systemd provides boot startup, logging, and crash recovery, but it does not make an unsafe shutdown safe. Create /etc/systemd/system/pzserver.service with values matching your installation:

[Unit]
Description=Project Zomboid dedicated server
After=network-online.target
Wants=network-online.target

[Service]
User=steam
WorkingDirectory=/opt/pz
Environment=HOME=/opt/pz
ExecStart=/opt/pz/start-server.sh -servername servertest
Restart=on-failure
RestartSec=10
TimeoutStopSec=120

[Install]
WantedBy=multi-user.target

The essential settings are the non-root User, the installation’s WorkingDirectory, and an explicit HOME. They make the service use the same Zomboid tree that you inspect from the shell. If you use the default profile, omit -servername servertest or leave it explicit as shown; use the same name in the files you edit.

Load and start the unit:

sudo systemctl daemon-reload
sudo systemctl enable --now pzserver
sudo systemctl status pzserver
sudo journalctl -u pzserver -f

Restart=on-failure is appropriate for an unexpected crash. Do not treat automatic restart as a replacement for an orderly administrative shutdown. Before planned maintenance, stop the service in a way that allows the server to process its quit path, then confirm the process has exited before updating files.

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Verify the listener and join from outside

On the Linux host, confirm that the process has bound the configured UDP ports:

sudo ss -lunp | grep -E '16261|16262'

A local listener proves only that the process bound the interface. From an external network, test the public address and inspect router and firewall counters while a friend attempts to join. In Project Zomboid, add the server by public IP and the configured game port, then use the account, password, or whitelist rules defined in the profile.

If clients on the same LAN can join but internet players cannot, focus on public addressing, NAT, CGNAT, and upstream firewall policy. If no client can join and there is no local listener, focus on the server console, Java startup, permissions, and configuration before changing router rules.

Updates, backups, and clean shutdowns

Update deliberately

  1. Tell players the maintenance window and stop the server cleanly.
  2. Back up the active profile and world data, including the Zomboid directory for the service account.
  3. Run app_update 380870 validate with SteamCMD.
  4. Start the server and inspect the console for Java, configuration, or mod errors.
  5. Verify the server build and require clients to move to the same branch before opening the world.

Do not mix a newly updated executable with an old, untested mod collection on the live world. Keep the prior backup until players have connected successfully and the save has been opened and closed cleanly.

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Back up before risky changes

At minimum, preserve the active Server profile, world saves, and mod configuration before changing SandboxVars, installing a large mod set, or moving to another branch. Label backups with the date, build, profile name, and mod state. If a crash interrupts a write and the world will not load, stop experimenting on the original and restore the last known-good backup.

Troubleshoot the failures that matter most

Symptom Most likely checks Corrective action
No listener on UDP 16261 Server console, Java errors, permissions, heap or configuration failures Run the start script interactively as the service account, read the first fatal error, correct ownership or configuration, and start again.
Friends cannot connect Both UDP ports, public IP, router forwarding, host firewall, VPS security group, and CGNAT Test from outside the LAN and verify that forwarding targets the current private address.
Black screen or join failure after an update Exact client/server branch and recently changed mods Return both sides to the same branch and disable or update mods in small batches.
Edits appear to do nothing HOME, working directory, -servername, and profile path Locate the active profile for the account running the process, edit that file, then restart fully.
World corruption after a crash Interrupted save writes or forced termination Stop the service, preserve the damaged copy for diagnosis, and restore a verified backup.

Self-hosting versus managed hosting

Running the server yourself gives direct control over files, mods, ports, and SandboxVars, but you are responsible for Linux updates, backups, network reachability, crash recovery, and diagnosing mod or build mismatches. Renting a managed Project Zomboid server shifts some of that work to a host, but the trade-offs depend on the specific plan and region.

Decision factor Self-hosted Linux server Managed server
Monthly cost Hardware, electricity, bandwidth, and administration are your responsibility; no universal total is established here. A recurring provider fee; current prices depend on the provider and plan.
Mods and sandbox control Full access to Workshop IDs, internal mod entries, profile files, and backups. Usually available through a control panel, with limits set by the provider.
CPU and memory headroom Determined by the machine you select and what else it runs. Determined by the rented plan and host contention policy.
Backups and restore You must schedule, verify, and store backups. May be built in, but retention and restore scope must be checked.
Latency and geography Depends on your home or VPS location and upstream routing. Choose from the provider’s available regions.
Updates and troubleshooting You control the branch and timing but perform the work. The provider may supply tools or support, while you still own mod compatibility decisions.
DDoS and network protection Limited to what your ISP, router, or VPS supplies. Depends on the provider’s network protections.
Support Self-diagnosis through logs, firewall state, and documentation. Provider support quality and scope vary.

Choose self-hosting when you value unrestricted configuration and are comfortable maintaining Linux and backups. Choose managed hosting when reducing network and operating-system administration is worth the recurring cost and any panel or resource limits.

A practical launch checklist

  • Dedicated non-root account owns the installation and save tree.
  • SteamCMD installed and app 380870 downloaded with validation.
  • First launch completed with a strong administrator password.
  • Profile files located under the correct account’s Zomboid/Server directory.
  • UDP 16261 and 16262 opened on the host and forwarded to the correct LAN address, or replaced consistently with another port pair.
  • Server and clients use the same branch or build.
  • Baseline unmodded join confirmed before Workshop items are added.
  • systemd uses the intended user, working directory, HOME, and profile name.
  • Backups exist before updates, major SandboxVars changes, or mod batches.
  • Planned maintenance uses quit and waits for a clean exit.

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