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Is BeamNG.drive Multiplayer? How to Play Online With BeamMP

BeamNG.drive online sessions typically use the free BeamMP mod. This guide explains Windows client requirements, Public Servers, Direct Connect, AuthKey setup, ServerConfig.toml, port 30814 and the most common hosting errors.
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BeamNG.drive does not have confirmed official built-in online multiplayer in the sources available for this guide. Most online sessions use BeamMP, a free third-party multiplayer mod. You still need a paid copy of BeamNG.drive, and the BeamMP client is described as Windows-only. You launch the BeamMP Launcher, not BeamNG.drive by itself.

To join, open Multiplayer in the launcher and select a public server, or use Direct Connect with the host’s IP address and port. BeamMP’s documented default port is 30814 over both TCP and UDP. Hosting your own session requires a server AuthKey from the BeamMP Keymaster, a correctly edited ServerConfig.toml, and reachable network ports.

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Does BeamNG.drive have official multiplayer?

The safest answer is “not confirmed in the material reviewed.” BeamNG.drive itself is a paid driving simulator, but the online method covered here is BeamMP, an independent multiplayer modification. That distinction matters: BeamMP adds the online session layer, server browser and networking, while BeamNG.drive remains the underlying game.

Do not assume that installing BeamNG.drive from your game library automatically gives you an online menu. For BeamMP sessions, the normal launch path is the BeamMP Launcher. Starting the regular game executable can leave you in the single-player application instead of connecting you to a BeamMP server.

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BeamMP’s documentation and release details can change. The documentation page was flagged as roughly 594 days old when the information for this guide was collected, so check the current release notes and platform requirements before troubleshooting a newly released version.

What is BeamMP?

BeamMP is a free multiplayer mod for BeamNG.drive. “Free” refers to the mod; it does not replace the paid base game. Each player needs BeamNG.drive installed and a compatible BeamMP client. A server can be run by one of the players or on a separate machine.

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The client and server are separate considerations:

  • Client: the program a player uses to launch BeamNG.drive and connect to a session. Current guides describe the client as Windows-only, with no native Mac or Linux client.
  • Server: the process that hosts the map, vehicles and player connections. The server summary lists a Windows x86_64 build and selected Debian/Ubuntu builds, so a Linux server can be possible even though the desktop client is described as Windows-only.

Because platform support can change, treat those operating-system descriptions as release-specific. Verify the current BeamMP build before planning a Mac, Linux or mixed-platform setup.

What you need before playing online

Requirement Why it is needed Important qualification
BeamNG.drive BeamMP supplies multiplayer networking for the base game. The base game is paid; BeamMP does not provide a free copy.
BeamMP Launcher Starts the modded client and exposes the Multiplayer menu. Launch this instead of opening BeamNG.drive directly for an online session.
Windows client Current guides describe the player client as Windows-only. There is no native Mac or Linux client described in those guides.
Server address Public servers are found by name; private or hidden servers need an IP address and port. The documented default port is 30814 using TCP and UDP.
Stable network connection Maintains the connection to the host and transfers session data. No official BeamMP bandwidth statistic was located, so capacity depends on your actual upload, players and mods.

Before joining, update BeamNG.drive and BeamMP to versions that are compatible with one another. If a server owner announces a required mod pack, install exactly that pack from a trusted source and keep a copy of the original files so you can remove it if the game stops loading.

How to install and start BeamMP

  1. Install and launch BeamNG.drive once so its normal user files and first-run setup are complete.
  2. Obtain the BeamMP Launcher from the current BeamMP distribution. Avoid downloading modified launchers from unofficial file mirrors.
  3. Install the launcher in the location requested by its installer. If Windows security software asks whether the launcher may communicate on private networks, review the prompt and allow it only if you trust the file and intend to play online.
  4. Start the BeamMP Launcher. Do not start the standard BeamNG.drive shortcut when your goal is a BeamMP server.
  5. Open the launcher’s Multiplayer area. You should see a public-server browser and an option for direct connection.

If the launcher cannot find your BeamNG.drive installation, confirm that the base game is installed and has been run at least once, then check the launcher’s game-path setting. The exact label can vary by release, so use the current BeamMP documentation for that build rather than copying an old path from a video.

How to join a public BeamNG multiplayer server

Public servers are intended to appear in the in-launcher browser. A listing may include the server name, current population, map or other details supplied by the host; the exact columns depend on the launcher version.

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  1. Open the BeamMP Launcher.
  2. Select Multiplayer.
  3. Open Public Servers.
  4. Search for the server by its displayed name. Search terms must match the listing closely enough for the browser to find it.
  5. Read the server description for required mods, map names, rules or a requested game version.
  6. Select the server and choose the launcher’s connect or join command.
  7. Wait for BeamNG.drive to load the map and synchronize the session. Large mod collections can make the first connection take longer.

A server that is not listed may be private, still starting, unable to contact BeamMP’s backend, or configured with an invalid AuthKey. Ask the owner for a direct address instead of repeatedly refreshing the browser.

How to use BeamMP Direct Connect

Direct Connect is the reliable option when a server is private or does not appear in the public browser. You need the host’s public IP address (or a resolvable hostname) and the server port.

  1. Start the BeamMP Launcher and open Multiplayer.
  2. Choose Direct Connect.
  3. Enter the address supplied by the server owner.
  4. Enter the port. Unless the owner changed it, use 30814.
  5. Submit the connection and allow BeamNG.drive to load the session.

Private servers do not appear in the public browser, so direct addressing is expected. A private setting is not the same as password protection: setting Private = true hides a server from the public list but does not itself create a password barrier. Share the IP and port only with the people you want to invite.

If the owner gives you an address in the form example-address:30814, enter the address and port in the separate fields provided by your launcher. Do not add a second port or change the protocol unless the owner specifically documents a non-default configuration.

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How to host a BeamNG multiplayer server

Hosting is more involved than joining because the server must authenticate with BeamMP, listen on a reachable port and be configured before players connect. You can host on Windows or, where supported by the current release, on a selected Debian or Ubuntu server build. SteamCMD is not used for the BeamMP server process.

1. Choose the machine and operating system

A Windows x86_64 server is the straightforward choice when you already play on Windows. The server summary also lists selected Debian/Ubuntu builds. Confirm that your exact distribution and BeamMP version are supported before deploying Linux; “Linux server available” does not mean every distribution or architecture is supported.

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Keep the server files in a dedicated directory with write permission. Leave enough storage for the server and any maps or vehicle mods you plan to use. One guide estimated about 500 MB for the server itself and roughly 500 MB to 5 GB depending on mods, but those figures were not published as an official BeamMP specification. Treat them as rough planning values and monitor the actual directory size.

2. Download the matching server binary

Use the current BeamMP server distribution and documentation. Select the binary that matches the machine’s architecture and operating system. Extract it to the dedicated server directory and identify the server executable and the adjacent ServerConfig.toml file.

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Do not install the server through SteamCMD. The BeamMP server is distributed as its own executable and configuration files.

3. Create an AuthKey

Every hosted server needs an AuthKey. Create or retrieve it through the BeamMP Keymaster; Keymaster login uses Discord. Keep the key private, because anyone who obtains it may be able to impersonate or operate a server under that credential.

Place the key in the AuthKey field in ServerConfig.toml. If the field is empty, the server reports “No AuthKey specified” and shuts down after about ten seconds. That message points to a server-side configuration problem, not a player’s game installation.

4. Edit ServerConfig.toml while the server is stopped

The server reads ServerConfig.toml at boot. Stop the server executable before editing, save the file, then start the server again. Editing the file while the process is running may have no effect until the next restart.

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At minimum, check these values:

  • AuthKey: paste the current Keymaster value exactly, without surrounding quotation marks unless the file’s existing syntax requires them.
  • Port: leave the default at 30814 unless you have a reason to change it. Every player must use the same changed port.
  • Private: use false when you want a valid server to appear in the public browser; use true when you want it hidden and will distribute the address directly.
  • Server name and other settings: change only the keys provided by the configuration file and preserve TOML punctuation. A missing quote, bracket or equals sign can prevent startup.

Make a backup copy of the original file before changing it. If the server stops launching after an edit, restore the backup and reapply one change at a time.

5. Open and forward the network port

BeamMP’s documented default is port 30814 over TCP and UDP. On a home network, create a router port-forwarding rule from the internet to the local IP address of the server machine, then allow the same port through the machine’s firewall for both protocols. A rule for TCP alone or UDP alone is incomplete.

If you changed the port in ServerConfig.toml, forward that new number instead and tell every player to use it. Reserve a consistent local IP for the server machine so the router rule does not point to a different device after a reboot. Corporate, campus and carrier-grade NAT networks may block inbound connections; in that situation, ask the network administrator or use a host with a reachable public address.

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6. Start the server and verify its state

  1. Stop any old instance of the server.
  2. Save the edited ServerConfig.toml.
  3. Start the BeamMP server executable.
  4. Read the console output for AuthKey errors, bind errors or backend-connection failures.
  5. From another network, test Direct Connect with the public IP and port. Testing from outside your home network avoids false results caused by routers that do not support loopback connections.
  6. When the server is healthy, set Private = false if you want it listed publicly and allow time for backend communication and browser registration.

A valid AuthKey, Private = false and successful communication with BeamMP’s backend are required for public listing. A server can be running correctly and still remain absent from the browser if it is private or has not completed startup.

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Public listing versus a private session

Goal Configuration How players connect
Discoverable community server Valid AuthKey, Private = false, reachable port and successful backend communication. Search the Public Servers browser.
Friends-only or unlisted session Private = true; keep the server reachable from the internet. Give invited players the public IP or hostname and port, then use Direct Connect.

Private mode controls visibility, not authentication. Anyone who learns the address may still attempt to connect, so do not publish the address broadly if you are trying to limit the audience.

BeamMP troubleshooting

“Missing AuthKey” or “No AuthKey specified”

The server owner has not configured a usable key. Confirm that the key was generated in Keymaster, pasted into the correct field, saved in the same ServerConfig.toml read by the executable, and followed by a full server restart. If the process still closes after roughly ten seconds, inspect the console for a malformed TOML file or a key that was copied with extra characters.

“Connection refused”

This usually means the server is not running, the address is wrong, the port is wrong, or a firewall/router is rejecting the connection. Ask the owner to verify the process is running, confirm the port in ServerConfig.toml, and check forwarding for both TCP and UDP. A private local address such as 192.168.x.x will not work for players outside that home network.

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The server does not appear in Public Servers

Check whether Private = true, whether the server is still starting, and whether its AuthKey is valid. Public registration also depends on successful backend communication. Use Direct Connect as a diagnostic: if direct connection works, the server may simply be private or not yet registered in the browser.

The launcher opens but BeamNG.drive does not load

Run the base game once, verify that the launcher points to the installed game, and confirm that BeamNG.drive and BeamMP are compatible versions. Temporarily remove recently added mods if the game hangs during synchronization. Reinstalling the base game should be a last resort after checking the path and version.

Players disconnect when a modded map loads

Have every player use the same server-required map and vehicle files. A mismatch can prevent synchronization even when the network connection is healthy. The owner should state required mods in the server description or invitation and remove obsolete files from the server when changing the mod set.

A Linux server will not start

Confirm that the distribution is one of the Debian/Ubuntu builds supported by the current release and that the executable matches the machine architecture. Check file permissions, the working directory and the configuration syntax. The existence of a Linux build does not imply that the desktop client can run natively on Linux.

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Network, mods and reliability practices

BeamMP does not publish a single official player-capacity or upload-bandwidth figure in the material available here. Actual limits vary with map complexity, vehicle count, mod traffic, CPU performance and the quality of the host’s uplink. Start with a small group, watch CPU, memory and upload usage, and increase the player count gradually rather than treating an unofficial rule of thumb as a guarantee.

Keep the server executable, configuration and mod files backed up separately. Change one setting at a time, record the previous port and AuthKey state, and restart after every configuration change. Never post your AuthKey in a public chat, screenshot or server description. If you suspect the key has leaked, replace it through Keymaster and update the server configuration.

For a friends’ session, a private server plus Direct Connect is usually simpler than trying to make a temporary server discoverable. For a public community, use a stable host address, document the required mods and port, and monitor the console during startup so you can distinguish an authentication failure from a player-side connection problem.

Quick decision guide

  • You only want to join a friend: install BeamNG.drive and the BeamMP Launcher, then ask for the server IP and port and use Direct Connect.
  • You want a public community server: obtain a Keymaster AuthKey, configure ServerConfig.toml, forward TCP and UDP 30814 (or your chosen port), set Private = false, and verify backend registration.
  • You want an unlisted friends-only server: complete the same authentication and networking setup, set Private = true, and distribute the address privately.
  • You use macOS or Linux as a player: the current client descriptions do not list a native client for those systems. Check the latest BeamMP release before relying on compatibility workarounds.

Bottom line

BeamNG.drive online play is generally achieved through BeamMP rather than a confirmed built-in multiplayer mode. Use the BeamMP Launcher, join through Public Servers or Direct Connect, and remember that the normal port is 30814 on TCP and UDP. Hosting adds three non-negotiable tasks: obtain an AuthKey from Keymaster, edit and restart with a valid ServerConfig.toml, and make the chosen port reachable from the internet.

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