Install Asylum as a server-side overhaul, not as an ordinary client-only modlet: use the separate 7 Days to Die Dedicated Server application (Steam app 294420), match the game branch required by the Asylum release, place the mod folder directly in the server’s Mods/ directory, and have every player install the identical release. Plan on a new world, verify the release’s current EAC policy, and test the server before inviting players.
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The exact supported game build, official Asylum download location, and EAC requirement can change between releases. Confirm those three items in the publisher’s current release notes or community Discord before deployment.
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What you need before installing Asylum
Asylum changes core world and progression systems, so treat the installation as a coordinated server-and-client deployment. Gather these items before touching an existing server:
- A separate installation of the 7 Days to Die Dedicated Server application, Steam app ID
294420. This is not the regular game client. - The exact Asylum release package and its required 7 Days to Die game build. Do not assume the newest game branch is supported.
- Administrative access to the dedicated-server files, its startup method, and its firewall or hosting control panel.
- A complete backup of the current save, server configuration, and any existing
Mods/directory. - A plan for a fresh world. Asylum changes biome generation, point-of-interest placement, zombie spawn tables, and progression; an existing vanilla or differently modded world is not a safe migration target.
- Enough memory and CPU headroom for the planned player count, plus persistent storage for the new world and backups.
Write down the server’s current game version, mod versions, world name, seed, player list, and configuration before making changes. That record makes rollback and later updates much easier.
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1. Install the correct dedicated-server application
Use Steam app 294420
The dedicated server is distributed as a separate Steam tool identified as app 294420. Installing the retail game client alone does not create the dedicated-server installation that should host Asylum. Install the tool on the machine that will remain online, whether that is a home PC, a rented virtual machine, or a managed host that exposes the files.
After installation, identify the server root: it is the directory containing the dedicated server executable and configuration files. The exact path depends on your operating system and Steam library location. Use that root consistently when creating Mods/, backing up saves, and reading logs.
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Server and client builds must match. Before downloading Asylum, check the release notes or publisher-maintained channel for its supported 7 Days to Die branch. In Steam’s dedicated-server properties, select that branch rather than automatically tracking a newer default branch. Then make every player select the same game branch in the normal 7 Days to Die client.
Do not update the server or clients independently. A game update can change assemblies, assets, networking behavior, or world data even when the Asylum folder itself has not changed. If the release documentation names a specific build, record it in your server notes and use it as the deployment version.
2. Obtain and verify the Asylum release
Use the download channel named by the Asylum publisher for the release you intend to run. The currently available community installation material does not expose a consistently attributable official download URL, so verify the publisher’s current release post, repository, or Discord announcement yourself before downloading. Avoid repackaged archives whose folder structure or version cannot be confirmed.
Check three facts in the same release announcement:
- The exact 7 Days to Die build or branch supported.
- Whether the package is a complete server/client release or requires separate files for the server and players.
- The current Easy Anti-Cheat (EAC) policy. A community guide says EAC must be disabled for Asylum, but that statement is not corroborated by an identified official release page. Treat it as a compatibility question for the specific release, not as a permanent rule.
Keep the original archive unchanged. Extract a working copy into a temporary directory first so you can inspect the top-level folder and compare its version information with the release notes.
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3. Stop the server and make a rollback backup
Stop the dedicated server through its normal console, service manager, or hosting panel and wait until the process has exited. Copy the following to storage outside the live server directory:
- The entire save-game or world directory.
- The server configuration file, including any
serverconfig.xmlor host-panel export. - The existing
Mods/directory and any custom scripts or launch files. - Logs from the last known-good startup.
Do not overwrite the backup with the new Asylum world. Label it with the date, game build, and mod list. A backup is your only straightforward way to return to a vanilla or previous modded world after testing an overhaul.
4. Put the mod in the server’s root Mods directory
Required folder layout
Create a directory named Mods directly under the dedicated-server root if it does not already exist. Extract the Asylum package so its top-level mod folder is an immediate child of that directory.
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├── Mods/
│ └── Asylum/ <-- the mod’s top-level folder
├── serverconfig.xml
├── Saves/
└── (server executable and other files)
The name shown above is illustrative; use the exact top-level folder supplied by the release. The important rule is that the folder containing the mod’s manifest and assets must be directly inside Mods/, not one level deeper because the archive was extracted with an extra wrapper directory.
Check for the common nested-folder error
Open the extracted directory and look for the mod’s manifest and asset subdirectories. If you see Mods/Asylum/Asylum/…, move the inner folder up so the manifest is at the level the game expects. Do not scatter individual DLLs, bundles, or asset folders directly into Mods/ unless the release instructions explicitly require that layout.
Keep unrelated modlets out during the first launch. Testing Asylum by itself makes it possible to distinguish an installation problem from a load-order or compatibility conflict.
5. Configure networking and basic server settings
Ports
A current dedicated-server hosting guide lists TCP port 26900 and UDP ports 26900–26903 as common 7 Days to Die ports. These are not a universal substitute for your host’s documentation: confirm the port range used by your game build and provider, then allow the same ports through the operating-system firewall, router/NAT, and hosting control panel.
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| Traffic | Common port(s) | What to verify |
|---|---|---|
| TCP | 26900 |
Firewall and NAT forwarding match the server’s configured game port. |
| UDP | 26900–26903 |
The full range is allowed where the host or game build requires it. |
If players can see the server but cannot complete a connection, check the host’s assigned public address, NAT rules, and whether another service already occupies the port. A managed host may require you to select an allocated port rather than forwarding these defaults.
Cross-platform settings
The 7 Days to Die Help Center’s cross-play guidance lists ServerMaxPlayerCount with a maximum of 8, ServerAllowCrossplay=True, EACEnabled=True, and IgnoreEOSSanctions=False for cross-platform compatibility. Those settings describe the official cross-play configuration, not an assurance that every Asylum release supports cross-play.
If Asylum’s current release notes require EAC to be disabled, cross-platform play may no longer be available. Resolve that conflict before launch: follow the mod publisher’s release-specific instruction, document the resulting setting, and tell players which platform and launch mode to use. Never silently change EAC settings after players have installed the mod.
6. Start once and inspect the log
Start the server using the same service, script, or hosting-panel action you normally use. On the first run, watch the console and log files rather than immediately inviting players. You are looking for the game to enumerate the Asylum folder, load its manifest and assets, and finish startup without fatal errors.
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Log inspection is an operational check, not a guarantee that every release produces identical wording. Record the startup timestamp, game build, Asylum version, and any warnings. Stop and correct the installation if the log reports a missing manifest, missing asset bundle, incompatible assembly, or failure to load the mod. Recheck the folder depth and branch selection before changing unrelated settings.
Once the server reaches its normal ready state, connect with one test account before opening it to the whole group. Confirm that the expected world-generation and progression content appears in a disposable test world.
7. Install the identical release on every player’s client
Every connecting player needs the same Asylum release and the same 7 Days to Die game build as the server. Distribute the exact archive or the publisher’s exact installation instructions; do not let players mix downloads from different dates. The Asylum installation guide reports asset-bundle failures when versions differ, which commonly appears as a join failure even though the server itself starts normally.
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Have players install the mod in the client’s own Mods/ directory using the same top-level-folder rule. They should remove or quarantine older Asylum copies and conflicting overhaul files, then verify that only one copy of each required folder is present. If the release includes separate client files, install those exactly as documented instead of copying server-only files into the client.
Before the first group session, collect from each player:
- The game build or branch shown by their launcher.
- The Asylum release identifier or archive date.
- Whether EAC is enabled or disabled, if the release requires a specific state.
- The exact error text from any failed connection.
8. Generate a new world
Start a new save after Asylum is installed. The overhaul changes biome generation, point-of-interest placement, zombie spawn tables, and progression. A world generated under vanilla 7 Days to Die or another mod set does not contain the data Asylum expects, so continuing it can produce missing locations, incorrect spawns, progression errors, or an effectively broken map.
Choose the world name, seed, difficulty, and player limit only after confirming the release’s own recommendations. Keep the old save archived rather than deleting it. If you are testing on a host with a one-click “reset world” function, verify that the backup exists before pressing it and confirm which directory the panel will erase.
For a group migration, announce that character inventories, quest progress, map discoveries, and other world-bound progress may need to start over. The fresh-world requirement is a compatibility measure, not merely a suggestion to improve performance.
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9. Plan memory and CPU capacity
Community planning figures published by the 7D2D Wiki in 2026 estimate at least 12 GB of RAM for four players, 16 GB for eight players, and 20 GB for 16 players. These are community estimates, not official Asylum requirements, and actual use varies with the game build, world settings, other mods, operating-system overhead, and simultaneous activity.
| Planned players | Community RAM estimate | How to use the figure |
|---|---|---|
| 4 | 12 GB minimum | Leave additional memory for the operating system and background services. |
| 8 | 16 GB minimum | Monitor peak use during world generation and busy horde events. |
| 16 | 20 GB minimum | Treat this as a planning baseline, not a guaranteed requirement or performance target. |
Watch memory pressure, swap activity, CPU saturation, and save times during a test session. If the process is terminated by the operating system, players see severe rubber-banding, or saves take unusually long, reduce simultaneous load or move to a machine with more headroom. Do not promise a player count solely because the table’s estimate appears sufficient.
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Self-hosting versus managed hosting
Both deployment models can run an Asylum server. The deciding factors are branch control, hardware headroom, networking access, and how much maintenance you want to perform.
| Decision factor | Self-hosted machine | Managed host |
|---|---|---|
| Steam/game branch control | Full control over app 294420, branch pinning, and update timing. | Depends on whether the provider exposes branch selection and custom versions. |
| RAM and CPU headroom | Limited by your hardware and other services sharing it. | Can be selected as a plan size, but advertised resources and upgrade rules vary. |
| Ports and firewall | You configure firewall, router/NAT, public address, and port forwarding. | The host normally supplies networking, but may restrict ports or require an allocated port. |
| Backups | You must schedule, verify, and store backups separately. | Automated backups may be available; confirm retention, restore access, and whether saves are included. |
| Restart scheduling | Requires your own service manager or scheduled task. | Often available in a control panel; check whether restarts preserve mod files and saves. |
| Mod upload tools | Direct file access is usually fastest. | Look for file manager, SFTP, or archive upload support and permission to create Mods/. |
| Fresh-world operation | You control exactly when the old save is archived and the new one generated. | Confirm how to reset or rename a world without deleting backups. |
| Support | You troubleshoot game, OS, firewall, and mod conflicts yourself. | Support may cover the server platform but not an unofficial overhaul. |
Choose self-hosting when you need complete branch and file control and can maintain networking and backups. Choose managed hosting when persistent storage, scheduled restarts, and support are more valuable than low-level control. In either case, confirm that the provider permits the Asylum release and lets you pin the required game version before paying or migrating a save.
Troubleshooting common installation failures
The server starts as vanilla
- Confirm the folder is the dedicated server’s root
Mods/, not the client’s directory or a different Steam library. - Check for an extra nested directory such as
Mods/Asylum/Asylum/. - Remove other mods temporarily and inspect the log for the Asylum manifest.
- Verify that the server branch is the one named by the release.
Players receive an asset-bundle or version error
- Compare the server and client game builds character for character.
- Compare the Asylum release identifier or archive date.
- Remove duplicate or stale Asylum folders from the client and reinstall the exact package.
- Restart the server after replacing files; do not overwrite a loaded mod while the process is running.
The server is unreachable
- Confirm the configured port and the host’s current required TCP/UDP range.
- Check operating-system firewall rules, router forwarding, and whether the server is behind carrier-grade NAT.
- On managed hosting, use the assigned public address and port rather than assuming the common defaults.
- Test locally first, then from an external connection to separate a game problem from a network problem.
EAC blocks a connection
Do not guess at the setting. Check the Asylum release notes or publisher channel for the current requirement, then make the server and every client use the same EAC state. The official cross-play guidance expects EACEnabled=True; a release that requires EAC disabled may therefore need a non-cross-play setup. Record the decision so a later restart or host migration does not restore the wrong value.
The old world behaves incorrectly
Stop using that save for Asylum and create a new one. Restore the backup only when returning to the previous game or mod set. Do not attempt to repair a world whose generation and progression data were created without the overhaul.
The process runs out of memory
Measure peak memory during startup, world generation, and crowded events. Stop unrelated services, reduce the planned player count, or move to a machine with more RAM. The 12/16/20 GB figures are planning estimates, not a substitute for monitoring the actual workload.
Updating or removing Asylum safely
- Announce a maintenance window and stop the server cleanly.
- Back up the current Asylum save, configuration, mod folder, and logs.
- Read the new release notes for its required game branch, EAC policy, client files, and world-compatibility instructions.
- Replace the mod folder only after confirming that the new version is intended to load the existing save. If world-generation or progression changes are listed, create another fresh world.
- Update every client to the same release before reopening the server.
- Start with one test account, inspect logs, and verify backups before inviting the full group.
To remove Asylum, stop the server, archive the Asylum save, restore the pre-Asylum Mods/ directory and configuration from backup, and use a world generated for that earlier mod set. Removing the folder while keeping the Asylum world does not convert the save back to vanilla safely.
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For a reliable Asylum deployment, pin the matching 7 Days to Die branch on Steam app 294420, place the release’s top-level folder directly in the dedicated server’s Mods/ directory, back up before changing files, install the identical release on every client, and generate a new world. Verify the publisher’s current download, supported build, and EAC instructions before launch.
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