Use Garry’s Mod’s built-in listen server with Steam P2P for a quick, private session with a few friends. It normally lets friends join from the Steam friends list without port forwarding. Use a dedicated server when the game must remain available without the host, when access needs to be scheduled, or when Workshop collections, gamemodes, and administration must be configured consistently.
What “local server” and “peer-to-peer” mean in Garry’s Mod
These labels describe different parts of the same setup, which is why comparisons often become confusing.
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Local usually means a listen server
In this context, a local server is a listen server started from the Garry’s Mod game client. The player who starts the game is also the server host. The client runs the map and game while accepting connections from invited players.
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Peer-to-peer is the connection method
Peer-to-peer (P2P) describes the Steam networking path used by a listen server. It is not a third, independent Garry’s Mod server type. Valve’s July 6, 2016 announcement states that games created through the main menu’s Start New Game button can use Steam P2P networking.
“Servers that are created via the main-menu’s ‘Start New Game’ button can now be connected to via Steam’s P2P networking.”
Steam says the feature works on most networks without special configuration such as port forwarding, and that friends can join or invite through the friends list.
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A dedicated server runs independently of the game client. You install the Garry’s Mod dedicated-server files, launch the server process with startup settings, and connect to it as a player. Because the server is separate, the person who administers it can leave, restart the client, or play from another computer without ending the server session.
Listen server with Steam P2P versus dedicated server
| Decision factor | Listen/local server with Steam P2P | Dedicated server |
|---|---|---|
| Setup time | Start a map and invite friends through Steam. | Install or update with SteamCMD, then configure startup parameters. |
| Network friction | Steam says P2P works on most networks without special configuration such as port forwarding. | Firewall and router rules may matter. Steam lists local UDP 27015 for gameplay and local TCP 27015 for default SRCDS RCON; Steamworks P2P uses separate UDP ranges. |
| Persistence | Ends when the host stops the session or leaves. | Can run as a separate process and be restarted or automated. |
| Host load | The host’s computer runs both the game client and server workload. The effect varies with hardware, map, add-ons, and connection. | Server work is separated from a player client, but capacity still depends on hardware, configuration, add-ons, and network. |
| Workshop content | Convenient for a small group, but players need compatible content. | Workshop collections can be downloaded and mounted at startup with +host_workshop_collection. |
| Administration | Best suited to trusted friends and temporary sessions. | Better for recurring groups, permissions, scheduled access, logs, and centralized configuration. |
There is no authoritative universal player-count, FPS, bandwidth, or latency threshold that determines which option is correct. Test the exact map and add-on set on the hardware and connection you intend to use.
When a listen server and Steam P2P are the right choice
You want to play immediately
For a small group that is already online, the listen-server route has the fewest moving parts. You do not need to install SteamCMD, maintain a second installation, or write a startup script. Select a map, start the game, and invite friends.
You do not want to configure a router
Steam’s P2P implementation was specifically intended to avoid special network configuration on most networks. That makes it the first option to try when you cannot change the router, are playing from a shared connection, or simply do not want to expose a game port.
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“Most networks” is not the same as every network. A restrictive NAT, corporate or school network, VPN, firewall, or Steam connectivity problem can still prevent a friend from joining. P2P removes a common source of setup work; it does not guarantee that every network path will succeed.
Your group trusts the host
The host controls the session and its settings. That is usually ideal for a private game among friends, but it means the group must be comfortable with one person deciding when the server starts, which map is loaded, and when the session ends.
The world does not need to stay online
A listen server is a poor fit for a community that expects to join at any time. The session disappears when the host leaves, so it works best when everyone plays during the same scheduled window.
How to start a listen server and invite friends
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Launch Garry’s Mod and choose Start New Game from the main menu.
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Select the map and gamemode. Configure the available player and gameplay options for the session.
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Start the game and wait for the map to load. The game client is now also acting as the listen server.
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Open your Steam friends list and invite the people who should join, or have them use the friend-list join option. Valve’s announcement describes this as the normal way to use Steam P2P.
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Confirm that everyone has compatible maps, gamemodes, and add-ons. A connection can succeed while a player still cannot load the session because required content is missing or differs between clients.
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No port-forwarding rule is normally required for this P2P path. If the host quits Garry’s Mod or ends the game, every player is disconnected because there is no separate server process.
When a dedicated server is worth the extra work
The server must remain available without the host
A dedicated process can run while the usual host is offline or playing as an ordinary client. This is the decisive advantage for groups that want a persistent sandbox, a server that stays up between sessions, or a community that joins at different times.
You need repeatable configuration
Dedicated servers accept startup settings for the map, gamemode, maximum player slots, and server location. Keeping those settings in a script or service configuration makes restarts predictable instead of relying on whichever options the host last selected in the game menu.
You are managing Workshop content centrally
A dedicated server can load a Workshop collection at startup. This gives the group one authoritative list of maps and add-ons instead of asking every player to assemble and maintain the same collection manually.
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The host should be free to play
On a listen server, the host’s computer performs both client and server work. A dedicated server moves the server process elsewhere, so the person who normally hosts can join as a regular player. It does not automatically make performance unlimited: CPU, memory, storage, network quality, map complexity, and add-ons still determine capacity.
You need administration and scheduled access
Separate operation makes it practical to automate restarts, retain logs, define permissions, and run the server at set times. The exact administrative commands and permission model depend on the gamemode and add-ons you install, so there is no single universal administration interface to promise.
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Installing and launching a dedicated Garry’s Mod server
Install the dedicated-server application
Facepunch’s current documentation identifies the Garry’s Mod dedicated-server application as Steam app ID 4020. SteamCMD is the supported tool for installing and updating it.
A typical SteamCMD installation command is:
steamcmd +login anonymous +force_install_dir ./gmodserver +app_update 4020 validate +quit
Change the installation path to the directory you intend to back up and run. The validate option checks the downloaded files; routine updates can use the same app-update operation without validation when you do not need a file check.
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The server process needs the Garry’s Mod game directory and can be given settings such as map, gamemode, maximum player slots, and location. A simple Windows-style example is:
srcds.exe -game garrysmod +map gm_construct +gamemode sandbox +maxplayers 8
The values in that example are choices, not a universal recommendation. Replace the map, gamemode, and slot count with the configuration your group actually intends to use. No authoritative source establishes a single safe maximum for every map, add-on set, or machine.
On a Linux installation, the equivalent launcher is commonly the server’s srcds_run script, with the same Garry’s Mod arguments. Keep the launch command in a script or service definition so an update or reboot does not erase your settings.
Decide where the server runs
The server can run on a spare computer, a machine that remains powered on, or another hosting environment you control. Choose a location with a stable connection and enough CPU, memory, storage, and upload capacity for the intended map and add-ons. Because no universal benchmark covers every Garry’s Mod setup, measure the actual workload rather than relying on a generic player-count claim.
Handle firewall and router rules carefully
Steam’s current port guidance lists local UDP 27015 for gameplay traffic and local TCP 27015 for default SRCDS RCON. If players connect from outside the local network, the firewall and router may need rules that match the server’s actual configuration. Do not assume that an old forum post lists the current requirements.
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RCON is an administration channel, not a requirement for ordinary gameplay. If you enable it, protect it with a strong secret and restrict exposure according to your network policy. Only open the traffic the server actually needs.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Adding Workshop collections to a dedicated server
Facepunch documents the startup switch:
+host_workshop_collection <collectionID>
Replace <collectionID> with the numeric ID of the Workshop collection. Include the switch in the server’s launch script so the collection is mounted on every startup.
The Facepunch Workshop documentation says its configuration-file method is new in version 2026.09.22. If you are following older guides, their file layout or update behavior may not match the current documentation.
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Automatic updates can be disabled, which may be useful when you need a stable, tested set of content. The trade-off is maintenance: stale content can prevent clients from joining after a map or dependency changes. If you disable automatic updates, establish your own update and compatibility check before changing the collection.
Common problems and the right fix
A friend cannot join a P2P session
- Make sure the host actually started the map through Start New Game and is still in the session.
- Use the Steam friends list to invite or join rather than relying on an old direct-connect instruction.
- Confirm that Steam is online for both players and that neither player is blocking Garry’s Mod traffic with a local firewall or VPN.
- Check that both players have compatible maps, gamemodes, and add-ons.
- If the network is restrictive, test another connection. Steam’s statement covers most networks, not every NAT or firewall policy.
Port forwarding is not the first fix for a P2P listen server. Try the Steam path and basic connectivity checks before changing router settings.
A dedicated server appears offline
- Confirm that the server process is running and has finished loading the selected map.
- Check the host firewall and any upstream router rule against the server’s actual gameplay port.
- Verify that another service is not already using the configured port.
- Check the server console for a malformed map, gamemode, Workshop switch, or missing file.
- If administration works through RCON but players cannot join, distinguish the TCP RCON path from the UDP gameplay path; they are separate functions.
Players connect but cannot load the map or add-ons
- Verify the collection ID in the startup command and restart the server after changing it.
- Check whether a required dependency was removed or updated.
- Review whether automatic updates are disabled and the server is now running stale content.
- Have clients restart Garry’s Mod after a content change so their local Workshop state is refreshed.
The host experiences poor performance
A listen server makes the host’s computer run the game client and server workload simultaneously. Reduce unnecessary add-ons, test the intended map with the actual group, and compare the result with a separate machine if the session is important. There is no authoritative FPS or latency number that can predict the outcome for every configuration.
A practical decision checklist
Choose listen plus Steam P2P when most of these are true
- You have a small, trusted group.
- You want to start playing immediately.
- You prefer not to configure a router.
- The host will remain in the game for the entire session.
- You do not need a persistent world or scheduled uptime.
Choose a dedicated server when most of these are true
- Players need to join while the usual host is away.
- The server should run at scheduled times or restart automatically.
- You want one repeatable map, gamemode, and Workshop configuration.
- The host’s computer should not carry the server workload while playing.
- You need centralized administration, logs, or permissions.
Final decision
For an occasional private game, start with Start New Game plus Steam P2P. It is the fastest route and usually avoids port forwarding. Move to a dedicated server when persistence, repeatable configuration, centralized Workshop management, or independent administration matters more than the convenience of starting from the game client.
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