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Soulmask Server Requirements: RAM, CPU and Hosting Explained

Steam's 16 GB minimum applies to the Soulmask client, not a dedicated server. This guide covers the community server estimate, practical headroom, ports, bandwidth, setup and hosting decisions.
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Short answer: keep the player game’s requirements separate from a dedicated server’s needs. Valve’s current Steam listing specifies 16 GB of RAM minimum and 24 GB recommended for the game client. A community-maintained Soulmask server reference estimates at least 16 GB of memory and 2–4 CPU cores for one game process, but that is not a developer guarantee and does not include the operating system, other services, extra instances, mods or unusual player loads.

This guide explains what those figures mean, what to prepare for self-hosting, and how to evaluate a rental server without treating an unverified estimate as a promise.

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Client requirements and server requirements are different

Steam’s table describes the computer on which a person plays Soulmask. A dedicated server runs the world simulation continuously and may have no graphics card or monitor attached. Therefore, the client numbers are useful context but are not a server-sizing chart.

The most reliable published figures currently available are:

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Operating system 64-bit Windows 10 Windows 10 (64-bit) or Windows 11
Processor Intel Core i5-8400 or AMD Ryzen 3 3300X Intel Core i7-9700 or AMD Ryzen 7 3700X
Memory 16 GB RAM 24 GB RAM
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Storage 25 GB available 25 GB available
Storage guidance SSD preferred SSD highly recommended
Network Broadband internet Broadband internet

These values are for the graphical client, not a dedicated server. The listing also confirms that players can run a private server with custom rules, including PvE or PvP choices and Steam Workshop support.

How much RAM and CPU does a Soulmask server need?

The Soulmask Wiki’s community-maintained private-server reference says that a single game process requires at least 16 GB of memory and 2–4 CPU cores. It also discusses Windows and Linux environments, SteamCMD, approximately 20 GB of free disk space and roughly 100 kbps of inbound and outbound bandwidth per player.

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Those are planning estimates from community documentation, not a specification published by the developer. They do not say how many players that memory supports, nor do they account for mods, large bases, several simultaneous worlds, operating-system usage, backups or monitoring tools. Treat the 16 GB figure as the process floor, not as the amount of RAM to install in a general-purpose machine.

Practical headroom

A host must have memory left for its operating system and every service running beside the game. If the machine reaches the limit, the operating system can page to disk or terminate processes, producing freezes, disconnects or a failed restart. Choose hardware with more capacity than the process estimate when you intend to run the game and server on the same PC, use mods, keep several worlds, or run more than one instance. The available evidence does not establish a tested RAM-per-player formula, so do not convert the estimate into a guaranteed player count.

CPU considerations

The cited 2–4 cores describe the community’s estimate for one process. A higher core count alone does not guarantee smoother simulation: clock speed, sustained cooling, background load and the number of active entities can matter. Leave cores available for the operating system and administration tools rather than assigning every thread to the server process.

Can you host Soulmask on your own PC?

Yes, provided the computer can remain online while players connect and you can configure its network. A gaming desktop can run the client and a server, but doing so combines the client requirements with the server workload. A separate always-on machine avoids competing for CPU, memory and storage while someone is playing.

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Self-hosting checklist

  • A 64-bit Windows or Linux installation compatible with the current dedicated-server release.
  • Memory above the 16 GB process estimate, with explicit allowance for the operating system and other services.
  • A modern multi-core CPU; the community estimate is 2–4 cores for one process, not a complete performance guarantee.
  • An SSD with room for the installation, world data, logs and more than one backup. The community reference mentions about 20 GB free for the server itself.
  • Reliable broadband upload capacity and a stable local network. The same reference estimates about 100 kbps per player in each direction; actual traffic can vary.
  • Router and firewall access so the required game and query traffic can reach the server.
  • A backup destination and a plan for updates, restarts and recovery when the host is unavailable.

When a home connection is a poor fit

Carrier-grade NAT, blocked inbound traffic, a frequently changing public address, strict data caps or an unreliable power connection can make direct hosting difficult. In those cases, a managed rental or a server placed on a network with inbound access may be simpler, but you still need to verify the provider’s Soulmask support and resource allocation.

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Storage, bandwidth and ports

Disk space

The client listing reserves 25 GB for the game and recommends an SSD. The community server reference cites about 20 GB of free space for a server installation. Neither number is a lifetime allowance: updates, save growth, logs and backups consume additional space. Keep free capacity so an update or backup cannot fill the volume and stop the process.

Bandwidth

The approximately 100 kbps-per-player figure is a community estimate for inbound and outbound traffic, not a service-level guarantee. It is useful for checking whether an upload connection is in the right order of magnitude, but it should not be treated as a precise cap. Leave margin for voice chat, administration, updates and other household traffic.

Ports and firewall rules

The community reference reports default UDP ports 8777 and 27015, with values adjustable through command-line parameters. A separate community Pterodactyl game-egg README lists game, query, echo and cluster ports and shows that deployment templates can differ. Its cluster port is described as TCP and should not be opened publicly. Because these lists are not identical, inspect the server’s current configuration and documentation before creating router forwards or firewall rules; do not assume one universal port list.

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For deployment-specific file locations for world saves, server configuration, gameplay settings, logs and backups, consult the current Pterodactyl Soulmask README and the files shipped with your server version. Community templates can become stale after an update.

Self-hosting setup: a safe order of operations

  1. Choose the machine and operating system. Use a compatible 64-bit Windows or Linux host that can stay powered on. Reserve memory for the OS rather than planning to consume the entire process estimate.
  2. Provide storage and backups. Install on an SSD when possible, create a separate backup location and decide how often to copy world saves. Keep enough free space for updates and log growth.
  3. Install the server files. Use SteamCMD as described by the current community server instructions. Confirm that the downloaded release matches the client version your players use.
  4. Configure the world before opening access. Set the server name, rules and PvE/PvP choices, then start it locally and verify that it creates the expected save and configuration files.
  5. Apply network controls. Allow only the documented game and query traffic through the host firewall and router. If you change ports, record the new values and give players the matching address and port.
  6. Test with a small group. Check joining, leaving, save persistence, restart behavior and log output. Watch memory, CPU, disk space and network usage while activity increases.
  7. Operate it as a service. Schedule updates and restarts, back up before changing versions, and keep a recovery copy outside the live installation.

Do not expose administration or cluster interfaces to the public internet simply because a template lists them. The Pterodactyl guidance specifically treats its cluster port as internal; apply the same least-exposure principle to any deployment.

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Self-hosting versus renting a managed server

Steam supports private servers, but it does not publish a universal hosting plan or a player-count hardware matrix. A rental can remove router and uptime work; self-hosting gives you direct control over files and costs. Compare the actual offer rather than assuming that a plan labelled “Soulmask” includes enough resources.

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Decision area Questions for a rental provider Questions for a self-host
Cost What is the recurring price, billing period and charge for extra storage, backups or additional slots? What will hardware, electricity, broadband and replacement parts cost over the intended run?
Resources How much RAM is reserved, how many CPU cores or shares are assigned, and where is the machine located? Can the hardware sustain the server alongside the OS and any other workloads?
Data control Can you download world saves, configuration files and logs, and restore a chosen backup? Where are saves stored, how are backups verified, and who can access them?
Operations Does the provider handle updates, restarts, monitoring and support response? Who will patch the server, respond to crashes and maintain firewall and router rules?
Flexibility Can you use the desired mods, settings and server version, and cancel without losing data? Can the machine run the required software and remain online at the times your group plays?

Provider names and current plan details change. Verify regional capacity, latency, support terms, cancellation rules and world-data export directly before paying.

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What the published evidence cannot tell you

No developer-authored source located for this topic supplies RAM or CPU tiers by player count, mod list, world settings or multiple simultaneous instances. Steam’s client table cannot answer those questions, and forum anecdotes are not a substitute for repeatable benchmarks. If you need a precise capacity target, start below the hardware ceiling, add players gradually and record memory, CPU, tick or simulation behavior, save times and disconnects under your own settings.

A Steam Community discussion titled “Dedicated Server hardware requirement” (view the discussion) illustrates the kind of question players ask, but it should not be read as an official sizing statement.

Troubleshooting common hosting failures

The server exits or the host becomes unresponsive

Check whether available memory falls to zero, then inspect logs and the operating system’s event records. Stop unrelated services, increase physical RAM or move the server to a machine with more headroom. Confirm that a backup exists before changing files.

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Players cannot connect

Verify that the server is running, the advertised address and port match the configured values, and the host firewall and router forward only the required UDP traffic. A carrier-grade NAT or blocked inbound connection may require a different network or a managed host.

Players connect but experience lag

Measure CPU saturation, memory pressure, disk activity and upload utilization while the lag occurs. Test from the same region as your players when possible, reduce competing workloads and check whether a recent update changed the server build or configuration.

A restart appears to erase progress

Locate the active world-save directory from the current server files, compare its timestamp before and after a controlled restart and restore a known-good backup if necessary. Do not migrate saves by guessing paths from an old template.

An update breaks the installation

Record the current version, back up saves and configuration, then update the server and client together. If the new release is incompatible with a mod or template, remove or update that component rather than repeatedly overwriting the only copy of the world.

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Bottom line

For the player client, Steam lists 16 GB RAM minimum and 24 GB recommended, alongside the CPU, storage and graphics requirements in its table. For a dedicated server, the best available starting point is the community estimate of at least 16 GB memory and 2–4 CPU cores per process, plus roughly 20 GB free disk space and 100 kbps per player in each direction. Treat every server figure as a starting estimate: provide headroom, verify ports and file paths against the current release, test with your own group and maintain backups.

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