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For a default Sons of the Forest dedicated server, allow and forward three inbound UDP ports to the computer running the server: 8766 for game traffic, 27016 for Steam queries and listing, and 9700 for blob/world-state synchronization. Create rules both in the host computer’s firewall and, when the server is inside your home network, on the router. Point every rule at the server’s stable LAN address.
The three ports to open
The dedicated-server configuration guide identifies these as the default values required for players to connect. They are UDP ports; a TCP-only rule will not satisfy the game’s inbound requirements.
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| Function | Default port | Protocol | Why it matters |
|---|---|---|---|
| GamePort | 8766 | UDP | Core game traffic between connected players and the server. |
| QueryPort | 27016 | UDP | Steam server-query and browser-listing traffic. If it is blocked, a running server may not appear in the public browser. |
| BlobSyncPort | 9700 | UDP | Blob and world-state synchronization used by the dedicated-server configuration. |
These are defaults, not immutable assignments. If dedicatedserver.cfg contains different values, use those values consistently in the operating-system firewall, router or provider mapping, and any connection instructions.
Where each rule belongs
On the server computer
The host firewall must permit inbound UDP traffic on all three ports. An operating system can drop packets even when the router forwards them correctly, so opening only the router is not enough.
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On a home router
A server running behind a home NAT needs one port-forwarding entry per UDP port. Each entry sends the public port to the server computer’s private address, such as a 192.168.x.x or 10.x.x.x address. Reserve that address in the router’s DHCP settings, or assign an equivalent stable LAN address, before creating the rules. Otherwise a reboot or lease renewal can send traffic to the wrong device.
At a managed host
If the dedicated server runs on a remote game-hosting provider, configure its firewall and port mappings in that provider’s control panel. Do not add a home-router forward for a machine that is not on your home network. The provider may expose different public and internal values; follow the mapping shown in its panel and keep the game configuration aligned with it.
If you prefer managed hosting for this game, Godlike.Host provides Sons of the Forest servers through its own game panel. Its Sons of the Forest plans list 4, 12 and 20 slots; the server’s MaxPlayers setting allows 1 to 8 players (Steam Community server guide, 11 Oct 2026).
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Before you change anything
- Find the server’s actual LAN address and record the values in
dedicatedserver.cfg. - Check that no unrelated service is already bound to any selected port.
- Decide whether players will connect over the public internet, only from the same LAN, or through a hosted machine; the required NAT steps differ.
- Make sure you can restart the server and read its log output after changing networking settings.
The configuration guide’s default MaxPlayers value is 8. That is a server setting, not a measured player-capacity statistic or a promise about performance.
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Step-by-step: configure the dedicated server
- Open the configuration file. Locate
dedicatedserver.cfgin the installation or configuration directory used by your dedicated server. - Read the three port values. Confirm the entries for
GamePort,QueryPort, andBlobSyncPort. If they are absent, the defaults are 8766, 27016, and 9700 respectively. - Choose non-conflicting alternatives if necessary. A different UDP port can be used when another process occupies a default value, but changing the file alone does not expose the new port.
- Save and restart. Restart the dedicated-server process so it binds to the edited values. Read the startup log for binding errors or a message that confirms the listening ports.
- Use the same numbers everywhere else. The firewall, NAT rule, hosting-panel mapping, and player connection guidance must all match the active configuration.
Allow the ports in a host firewall
Windows
In Windows, open Windows Defender Firewall with Advanced Security, choose Inbound Rules, then New Rule. Select Port, choose UDP, enter one port, and allow the connection for the network profiles that apply to the server. Give the rule a clear name such as “Sons of the Forest UDP 8766.” Repeat for 27016 and 9700, or create one UDP rule containing all three values if your policy permits it.
Limit the rule to the dedicated-server executable when your firewall supports program scoping. If you later change a port in the configuration file, edit the corresponding rule rather than assuming the old value still works.
Linux or another host operating system
Use the host operating system’s firewall manager to allow inbound UDP 8766, 27016, and 9700. The exact command depends on whether the machine uses a distribution firewall, a cloud security group, or another packet filter. Whichever tool you use, verify that the rule is inbound, uses UDP, and is attached to the interface carrying internet traffic.
Forward the ports on a home router
- Reserve the server address. In the router’s LAN or DHCP section, create a reservation for the server computer’s network adapter. Reconnect or renew the lease and verify that the address remains unchanged.
- Open port forwarding. Router labels vary: look for Port Forwarding, NAT, Virtual Server, or a similar section.
- Create three entries. Set the external and internal port to 8766, 27016, and 9700 respectively; select UDP; and set the destination to the reserved LAN address. If the interface permits a range, each of these is a single-port rule.
- Save and apply. Some routers restart their firewall or require an explicit apply button. Wait for that operation to finish before testing.
- Check for an upstream router. If your internet connection uses two routers, an optical-network terminal, or a mesh gateway in router mode, the first device may still be blocking inbound traffic. Put the downstream server router in the upstream device’s forwarding path or use bridge mode where appropriate.
Do not forward every port on the computer, and do not select TCP when the rule offers a protocol choice. Only the three configured UDP values are needed for the game-specific inbound set described by the dedicated-server guide.
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How to verify that the server is reachable
Start with the server’s own network self-test
Run the dedicated server’s network self-test after the process has started, then inspect its log output. A self-test can reveal a bind failure, a changed configuration value, or a local firewall problem. A passing local check does not by itself prove that public NAT is forwarding correctly.
Test from outside the hosting LAN
Have a player connect over a mobile hotspot or another internet connection, or use an external network-testing service that supports UDP. Testing from a second device on the same home network can be misleading because some routers do not support NAT loopback (also called hairpin NAT). Always include a test that enters from outside the router.
Check listing separately from direct connectivity
QueryPort 27016 carries Steam query and listing traffic. A server can be running and reachable by a known address while remaining absent from a browser if query packets are blocked. Treat browser visibility and successful game connection as separate checks.
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The dedicated-server guide labels GamePort 8766, QueryPort 27016, and BlobSyncPort 9700 as UDP. Create UDP rules for all three. Steam’s general support documentation also describes broader client and dedicated/listen-server port ranges, but those general ranges are not a replacement for the game-specific inbound forwarding set. Do not add unrelated Steam ranges to a home router simply because they appear in a generic Steam networking article; first satisfy the three values in the game configuration.
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Why a server does not appear or accept players
There is no authoritative one-to-one failure chart in the configuration guidance, so a symptom can have more than one cause. Work through the checks in this order.
The process is not listening on the expected port
Reopen dedicatedserver.cfg and compare every value with the startup log. Restart after edits. A typo, an unsupported value, or a second process already using the port can prevent the server from binding.
The host firewall is blocking UDP
Inspect inbound rules for all three numbers and confirm the protocol is UDP. Temporarily narrowing the rule to the server program can help identify an overly broad or conflicting rule, but do not leave the host unprotected by disabling the firewall altogether.
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Compare the forwarding destination with the server’s current LAN address. DHCP changes are common after a reboot; a reservation prevents this recurring mismatch. Also check that the router’s WAN address is a real public address rather than another private or carrier-grade address.
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Query traffic is blocked
If players can connect using a direct address but the server is missing from listings, verify UDP 27016 on the host firewall and router first. A listing problem does not necessarily mean GamePort 8766 is closed.
Another process occupies a port
Use the operating system’s socket or process tools to identify the owner of the selected UDP value. Stop the conflicting service or assign a different value in the configuration, then update every firewall and NAT rule to match.
Hairpin NAT creates a false negative
A same-LAN player may be unable to reach the public address even though internet players can. Test from outside the LAN before changing working forwards; alternatively, use the server’s private address for players on the same network if the game setup allows it.
When home forwarding is impossible
Some internet providers place customers behind carrier-grade NAT, block unsolicited inbound traffic, or supply a modem that cannot be placed in bridge mode. In those cases, a router rule may never receive a public packet. A managed host or a supported tunneling solution can provide an alternate public endpoint, but you must follow that service’s port-mapping instructions and keep the game’s three UDP values synchronized with the mapping.
Self-hosting or managed hosting?
The networking decision is not just about whether the game launches. Compare the practical responsibilities before choosing a location.
| Decision axis | Home self-hosting | Managed hosting |
|---|---|---|
| Configuration control | Direct control of files, firewall, router, and updates. | Control is mediated by the provider’s panel and policies. |
| UDP forwarding | Requires a public address and a router that supports UDP NAT. | Usually configured through the provider’s network or firewall panel. |
| Administration | You handle operating-system patches, restarts, logs, and recovery. | The provider may handle host maintenance, while game configuration remains your responsibility. |
| Recurring cost | No hosting bill, but your electricity and internet service remain in use. | Pricing varies by provider, region, resources, and billing term; no universal current price is established here. |
| Location and latency | Players connect to your home ISP location. | You can select among the provider’s available regions; actual latency depends on player and server locations. |
| Backups | You must create and test your own world backups. | Backup frequency and restoration options depend on the provider’s plan. |
| Home-network exposure | Opening inbound ports exposes the selected service at your public address. | The game endpoint is separated from your home LAN, but the hosted machine still needs hardening. |
Security and maintenance checklist
- Forward only 8766/UDP, 27016/UDP, and 9700/UDP unless your actual configuration requires different values.
- Keep the server operating system, dedicated-server files, and router firmware updated.
- Use a stable LAN address without exposing the router’s administration interface to the internet.
- Review logs after updates and after every port change.
- Back up the world and configuration separately from the live server machine.
- Remove obsolete forwards when you retire a server or move it to another host.
Quick reference
For the default configuration, permit inbound UDP 8766, 27016, and 9700 on the server computer; forward those same UDP ports from the home router to the server’s reserved LAN address; restart the server; run its network self-test; and confirm access from an external network. If any value in dedicatedserver.cfg differs, substitute that value in every layer of the setup.
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