Install the free Project Zomboid Dedicated Server with SteamCMD by downloading App ID 380870, then launch the included server script. In SteamCMD, run force_install_dir, log in anonymously, update and validate the app, and quit. On 64-bit Windows start StartServer64.bat; on Linux start start-server.sh. The first boot creates the servertest profile in your user Zomboid/Server folder.
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What you are installing
Project Zomboid Dedicated Server is a free Steam tool, separate from the normal game client. Its Steam application ID is 380870. SteamDB lists the tool as free to download for Windows, macOS and Linux, while the installation documentation identifies the Windows and Linux launch scripts used after SteamCMD finishes.
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A dedicated process is appropriate when the world should continue running without a player remaining in an in-game Host session. It also suits a rented virtual machine, a spare desktop, or a headless machine that stays online. For a small, temporary group, the game’s Host option is simpler because it avoids operating a separate service, firewall rules and update cycle.
Prepare the host machine
Choose an operating system and a persistent location
Use a Windows, Linux or macOS computer that can remain powered on and connected. Create a server directory on a disk with enough free space and give your SteamCMD process permission to write there. Do not place the installation in a protected system directory if your account cannot create or modify files inside it.
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Keep the server files separate from backups. The installation directory contains the executable and scripts; the active world, settings and logs are written to the account’s Zomboid user folder. You need access to both locations when updating, restoring or moving the server.
Install SteamCMD
Download and install SteamCMD for the host operating system, then open its console. The exact package location differs by operating system, but the commands used to fetch the server are the same. Run SteamCMD as the account that will own the server files so that later launches can read and write the same profile.
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At the SteamCMD prompt, choose the directory where the dedicated server should be installed and download App ID 380870:
force_install_dir <folder for the server>
login anonymous
app_update 380870 validate
quit
Replace <folder for the server> with a real path. The validate argument checks the downloaded files and can repair missing or damaged files. SteamCMD’s anonymous login is sufficient for this dedicated-server app; you do not need to enter a personal Steam account for the documented installation.
Updating an existing installation
Run SteamCMD again and repeat app_update 380870 validate whenever Steam publishes a server update. Updating the files does not automatically update every player’s client, so schedule the server update and client updates together. Stop the server cleanly before replacing files.
Start the server for the first time
Windows 64-bit
- Open the dedicated-server installation folder in File Explorer.
- Run
StartServer64.bat. - Leave the console open while the server initializes.
Linux
- Change to the installation directory in a terminal.
- Run the supplied
start-server.shscript. - Keep the process attached to a service manager or terminal multiplexer if the machine must stay online after you disconnect.
macOS
SteamDB lists macOS as a supported platform for the dedicated-server tool. The documented launch filenames above are for Windows and Linux; on macOS, use the launch script included with the package you installed rather than assuming one of those names. Confirm that the script has execute permission before starting it.
Complete first boot
The first run asks you to set an administrator password. Choose a long, unique password and store it in a password manager. The process then creates the server profile under the current account’s Zomboid/Server directory. Unless you specify another name, the profile is called servertest.
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Let the process finish generating files before stopping it. To stop safely, use the server console’s normal shutdown command or exit procedure, wait for the save to complete, and only then close the terminal or service. Do not copy a world while it is running.
Understand the generated server files
The profile name determines the filenames the server reads. With the default profile, the main files are:
| File | Purpose |
|---|---|
servertest.ini |
Core server settings, including visibility, password and open/whitelist behavior, ports and the player limit. |
servertest_SandboxVars.lua |
World sandbox rules, such as the gameplay settings that govern the simulation. |
servertest_spawnpoints.lua |
Spawn-point configuration. |
servertest_spawnregions.lua |
Spawn-region configuration. |
| Related profile files | Additional generated data can include zombie configuration and other files documented for the selected build. |
Use a profile name other than servertest
Pass -servername <name> when launching the server. The server then reads and writes files matching that name, such as mycommunity.ini and mycommunity_SandboxVars.lua. Use a distinct name for separate worlds, test environments or branches so that one instance cannot accidentally load another instance’s settings.
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When a setting appears to have no effect, first confirm the active -servername value and edit the matching files in Zomboid/Server. Editing servertest.ini while the process is running can be overwritten when the server saves or exits.
Configure visibility, access and players
Open the active .ini file only after the server has stopped. The settings cover whether the server is visible, whether a password is required, whether it accepts players openly, whether accounts must be whitelisted, and how many players may connect. PinDrop’s Build 42 settings reference enumerates 144 settings.
- Set
Open=truefor a server that allows players without manually creating an account for each person. - With
Open=false, create server accounts and whitelist entries for the players who should be allowed in. - Use a server password when the address is shared publicly, even if you also control the whitelist.
- Set
MaxPlayersto the number your CPU, memory and connection can actually support. The documented range is 1–254, but the settings reference warns that values above 32 can produce poor map streaming or desynchronization.
Make one configuration change at a time, restart the server, and check the startup console for errors. Keep a copy of the previous file so a syntax mistake can be reversed quickly.
Open the correct network ports
| Port | Protocol | Use |
|---|---|---|
| 16261 | UDP | Default player connection and gameplay port. Players enter this port in the multiplayer join screen. |
| 16262 | UDP | Second documented gameplay/data port that must also be allowed for Internet players. |
| 27015 | Not the player port | RCON is listed separately on this port. Do not substitute it for 16261 or 16262 when joining the game. |
Firewall and router procedure
- On the host firewall, create inbound rules that allow UDP 16261 and UDP 16262 for the server process.
- If the host is behind a home router, forward UDP 16261 and UDP 16262 to the host’s private LAN address.
- Reserve that private address in the router or assign it consistently, so forwarding does not break after a reboot.
- Restart the server after changing network rules, then test from outside the local network.
Players on the same LAN can use the host’s private address. Players on the Internet use the host’s public IP and port 16261. A VPN can provide another private-address route, but every participant must be connected to the same VPN network and the relevant host firewall rules must still allow the traffic.
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Join the server as a player
- Open Project Zomboid’s multiplayer screen.
- Enter the host’s public IP address for an Internet server, or its private LAN/VPN address for a local connection.
- Enter port
16261, not the RCON port. - Supply the password if one is configured.
- Create or use the server account required by the server’s
Openand whitelist settings.
If the server appears reachable locally but not from the Internet, test the public address from a different network. A successful local test does not prove that the router is forwarding traffic correctly.
Keep server and client builds identical
The server and every connecting client must use the same Project Zomboid branch and build string. Stable and beta branches are not interchangeable, and Build 41 and Build 42 worlds are not interchangeable. A client on a different branch can fail before connection, or appear to connect and then produce misleading errors.
After updating the server, have every player update or verify the game files in their Steam client before investigating ports or mods. Record the server’s build string from its startup output and compare it with the value shown by each client. Do not migrate a live world between incompatible branches without a supported conversion path and a backup.
Adjust memory and launch options before going live
PinDrop reports these shipped Build 42 defaults: the Windows 64-bit batch file uses -Xms16g -Xmx16g, while the Linux ProjectZomboid64.json uses -Xmx8g. Those are configuration defaults, not a guarantee that every machine can provide the memory. If the host has less available RAM, lower the values before the first launch rather than waiting for an allocation failure.
The wiki advises scheduled restarts for long-running servers and warns against blindly increasing -Xmx after an out-of-memory crash. A larger heap cannot compensate for a mod leak, an oversized player count or insufficient physical memory. Check the host’s available memory and logs, reduce load, and change the heap conservatively.
Documented launch options include:
-adminpasswordand-adminusernamefor supplying administrator credentials at launch.-cachedir=for placing generated user data in a chosen cache directory.-nosteamfor a non-Steam mode where that mode is appropriate to your setup.-servernamefor selecting a profile other thanservertest.
Change one option at a time and retain the original script or JSON file. A malformed launch argument can prevent the server from starting even when the downloaded application is intact.
Install and maintain mods correctly
A dedicated server does not inherit the mod-manager choices from a player’s client. For each Workshop mod, configure both sides of the server mapping:
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- Put the numeric Steam Workshop ID in the
WorkshopItems=setting. - Put the matching in-game mod ID in the
Mods=setting.
The numeric Workshop ID and the mod’s internal ID are different values; copying only one leaves the server or clients unable to load the mod. Every player must have the corresponding client content and must be on a compatible version of the mod.
Stop the server before changing the mod list. For a map-affecting mod or a major version change, make a complete backup first. Remove or update one mod at a time when diagnosing a startup failure so the offending entry is identifiable.
Back up worlds and settings
Before map patches, branch changes, or mod changes, stop the server cleanly and copy the complete Zomboid user folder. At minimum, preserve the active profile, save data and logs, but a complete folder copy is safer because it keeps related server files together.
- Keep saves, server INI files and logs in the same dated backup set.
- Store at least one copy on a different disk or machine from the live host.
- Label backups with the server profile name, build string and date.
- Test that a backup can be opened or restored before relying on it.
Never copy or edit a running world. A backup taken while files are being written can be incomplete, and an edit made during runtime can be replaced by the server’s next save.
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- Announce maintenance and stop the server normally.
- Copy the complete
Zomboidfolder and note the current build and mod list. - Run SteamCMD with
app_update 380870 validate. - Start the server and read the first startup lines for build, profile and mod errors.
- Ask players to update or verify their client files.
- Test an administrator login, a normal player login and the world save before reopening the server.
Do not update the server in the middle of an active session. A controlled stop gives you a known restore point if a Steam update, branch change or mod revision causes a problem.
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1. Compare build strings
Confirm that server and clients use the same stable or beta branch and the same build. Resolve this before changing router rules, because incompatible files can look like a network failure.
2. Read the first fatal console line
The earliest fatal message usually identifies the real cause; later errors can be consequences. Verify that the launch command points to the intended -servername profile and that the matching files exist under Zomboid/Server.
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3. Check access settings
For an open server, confirm Open=true. For a restricted server, create the required accounts and whitelist entries, then verify the password and spelling of each username.
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4. Recheck both gameplay ports
Allow and forward UDP 16261 and UDP 16262. Confirm the forwarding target is the current private IP. Do not test the player connection against RCON port 27015.
5. Audit every mod
Each entry must have both a numeric Workshop ID and a matching value in Mods=. Temporarily remove the newest or map-affecting mod, restart, and add entries back one at a time.
6. Inspect memory and heap settings
Check physical RAM, the configured -Xms/-Xmx values and the console for allocation failures. Lower the player or mod load before increasing the heap, and do not raise -Xmx beyond what the host can provide.
7. Update after a Steam release
If the failure began immediately after an update, update the server first, then have all clients verify their files. Keep the pre-update backup until the new build has been tested.
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Self-hosting versus managed hosting
Running SteamCMD yourself provides direct control, but it also makes you responsible for every operational task. A managed host or general-purpose VPS can remove some maintenance work, although the exact price, geography and Build 42 support depend on the provider and are not established here.
| Decision factor | Self-hosted machine | Managed host or VPS |
|---|---|---|
| Monthly cost | Depends on hardware, electricity and Internet service already available. | Provider pricing is not stated; charges are recurring. |
| Operating-system access | Full access to the machine and its files. | Depends on the service; a VPS generally offers shell access, while managed plans may limit it. |
| SteamCMD updates | You schedule and run them. | May be automated by the provider; confirm before subscribing. |
| Firewall and ports | You configure the host firewall and router forwarding. | The provider may expose ports for you, but the available controls vary. |
| Backups and restores | You create, store and test them. | Backup policy and retention must be verified; never assume world backups are included. |
| Memory and CPU headroom | Limited by the hardware you own or rent. | Defined by the selected plan and its resource limits. |
| Mods and restarts | Complete control, with your own scripts or scheduler. | Convenience depends on the control panel and provider permissions. |
| Geographic latency | Determined by your connection and the host’s location. | Choose a region near most players when the service offers regions. |
Choose self-hosting when you want file-level control and are comfortable maintaining updates, networking and backups. Choose a managed option when uninterrupted uptime and reduced administration matter more than direct control; verify branch support, memory limits, backup behavior and port access before moving a live world.
Quick Recap
Final pre-opening checklist
- SteamCMD installed and App ID
380870validated. - Correct launch script selected for the host operating system.
- Administrator credentials stored securely.
- Active
-servernameprofile identified and backed up. - UDP 16261 and 16262 allowed through the firewall and forwarded if required.
- Server and clients on the same branch and build.
Open, password, whitelist andMaxPlayerssettings tested.- Every mod represented in both
WorkshopItems=andMods=. - Heap values fit the host’s available memory.
- A stopped-server backup of the complete
Zomboidfolder exists.
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