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Is BeamNG.drive Multiplayer? How to Play Online With BeamMP

BeamNG.drive online play generally uses the free BeamMP mod with the paid game. This guide explains the Windows requirements, launcher and Direct Connect steps, plus AuthKey, ServerConfig.toml, port forwarding and troubleshooting for hosts.
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BeamNG.drive does not have confirmed official built-in online multiplayer in the documentation reviewed. Most online play uses BeamMP, a free third-party multiplayer mod. You still need a paid copy of BeamNG.drive, and the BeamMP client is described as Windows-only.

To play, install BeamMP, launch the BeamMP Launcher instead of BeamNG.drive directly, then choose a public server or enter a private server’s IP address and port. The standard server port is 30814 for both TCP and UDP. Hosting requires a BeamMP AuthKey, a configured ServerConfig.toml, and reachable network ports.

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What “multiplayer” means in BeamNG.drive

BeamNG.drive is primarily a single-player vehicle simulation. The game itself has no confirmed official online multiplayer mode in the material reviewed for this guide. Online sessions generally run through BeamMP, a community multiplayer modification that adds a separate client, server browser and dedicated-server system.

BeamMP is free to download, but it is not a free version of the game: each player needs the paid base game. BeamMP does not replace BeamNG.drive’s installation or license. Instead, its launcher starts the game with the multiplayer components enabled.

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There are two distinct parts to the system:

  • Client: the BeamMP Launcher used by each player to start the game and connect to a server.
  • Server: a separate BeamMP server process that hosts the map, vehicles and player session.

Do not start BeamNG.drive from its normal shortcut when you intend to join a BeamMP session. Start the BeamMP Launcher, because that is where the multiplayer connection and server selection are handled.

What you need before joining

A paid BeamNG.drive installation

BeamMP is a mod for BeamNG.drive, not a standalone game. Install and update BeamNG.drive through your legitimate PC installation before setting up the multiplayer launcher. Players on a server should keep their game and BeamMP versions compatible with the server’s requirements.

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A Windows client

Current guides describe the BeamMP client and BeamNG.drive multiplayer setup as Windows-only, with no native Mac or Linux client. A server can run on Windows x86_64 and on selected Debian or Ubuntu builds, but that does not provide a native Linux or macOS player client. If you are trying to play from another operating system, you need a supported Windows environment and should verify compatibility against the current BeamMP release.

The BeamMP Launcher

Install the launcher from the current BeamMP distribution and use it to start multiplayer. The launcher exposes the Multiplayer area, the public-server browser and the direct-connect controls.

A network connection

Joining a public server normally requires no router configuration on your side. Hosting from home is different: incoming traffic must reach the server computer on TCP and UDP port 30814 unless the host deliberately changes the port and tells players which one to use.

How BeamMP online play works

When the launcher opens, BeamMP contacts its backend and presents available public servers. A public server is listed only when its owner has supplied a valid AuthKey, set the server to public and maintained communication with the BeamMP backend. A private server is intentionally omitted from the public browser, so players must receive its IP address and port from the owner.

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The browser and direct-connect methods reach the same kind of dedicated server:

Connection method What you do When to use it
Public Servers Search the BeamMP server list by name and select a result. Open communities and servers that publish themselves through the browser.
Direct Connect Enter the server IP address and port supplied by the owner. Private servers, unlisted servers or a result that is not appearing in the browser.

Making a server private does not add password protection. It only hides the server from the public listing. The owner still needs to distribute the address to the intended players and should treat that address as information shared with the group.

How to join a public BeamMP server

  1. Install the prerequisites. Confirm that BeamNG.drive is installed and that you are using a supported Windows client. Install the current BeamMP Launcher.
  2. Start the correct program. Open BeamMP Launcher, not the ordinary BeamNG.drive shortcut. Allow it to finish its startup checks.
  3. Open Multiplayer. Select the launcher’s Multiplayer option to reach the server browser.
  4. Search Public Servers. Use the server-name search or browse the available entries. Read the server’s displayed details, including its name, player count and any version or mod notes.
  5. Select a server. Activate the entry and choose the launcher’s join control. BeamMP then starts BeamNG.drive with the multiplayer session attached.
  6. Allow the connection. If Windows Firewall asks whether the BeamMP components may communicate, allow the required private-network access. A restrictive firewall can prevent the game from reaching the server even when the browser loads correctly.
  7. Wait for synchronization. The first connection can take longer when the server requires additional content. Do not repeatedly launch separate game instances while the first connection is still starting.

If a server disappears while you are searching, it may be restarting, still starting or no longer publishing to the backend. Try refreshing the list and, if the owner has provided one, use Direct Connect instead.

How to use BeamMP Direct Connect

Direct Connect is the normal way to join a private server because private entries do not appear in Public Servers. Ask the owner for the server’s public IP address and listening port. The default port is 30814, but a host can configure another value.

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  1. Open BeamMP Launcher.
  2. Choose Multiplayer.
  3. Open Direct Connect.
  4. Enter the IP address supplied by the owner.
  5. Enter the port supplied by the owner. If the host has not changed the default, use 30814.
  6. Submit the connection and wait for BeamNG.drive to start.

Do not add a web prefix such as http:// to the address. Enter the numeric IP or hostname in the format the server owner supplied, and check every digit and port number before troubleshooting the game.

How to host a BeamMP server

Hosting is a separate setup from joining. You run a dedicated BeamMP server process, configure it, obtain an AuthKey and make its listening port reachable from the internet. The server binary is available for Windows x86_64 and for selected Debian and Ubuntu environments according to the official documentation summary. SteamCMD is not used for BeamMP server installation.

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1. Choose the host machine

You can run the server on a Windows PC or on a supported Linux distribution. The machine must remain online while people play. A home server needs a stable public address or a way for players to discover the current address; a rented virtual or dedicated machine avoids many home-router issues but does not remove the need for correct BeamMP configuration.

2. Download the server files

Use the current files and instructions in the BeamMP documentation. Select the build that matches the host operating system and CPU architecture. Keep the server executable and its configuration in a dedicated folder so that logs and updates are easy to manage.

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3. Obtain an AuthKey

Every hosted server requires an AuthKey generated through the BeamMP Keymaster. Keymaster login uses Discord. Copy the generated key exactly and keep it private; it identifies the server to BeamMP’s backend.

If the AuthKey field is empty, the server reports “No AuthKey specified” and shuts down after about ten seconds. That message indicates a server-owner configuration problem, not a client-side BeamNG graphics or controller issue.

4. Configure ServerConfig.toml

The server settings are stored in ServerConfig.toml beside the server executable. Stop the server before editing this file. The configuration is read at boot, so changing it while the process is running will not reliably alter the current session.

At minimum, enter the AuthKey in the appropriate field and confirm the listening port. The default BeamMP port is 30814 over both TCP and UDP. To publish the server in the browser, the configuration must use a valid AuthKey, set Private = false (or the equivalent setting in the current configuration format), and maintain successful communication with the backend.

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Use Private = true when you want an unlisted server. This hides the entry but does not create a password gate. Players will need the address and port for Direct Connect.

5. Start the server and read its output

Launch the server executable from its installation directory. Watch the console for startup errors. A successful start should remain running rather than exiting after the AuthKey timeout. If the process closes immediately, check the key, file permissions, executable build and configuration syntax before changing router settings.

6. Forward the port on a home router

For a server behind a residential router, create forwarding rules for the server computer’s local IP address:

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Traffic Port Purpose
TCP 30814 BeamMP server connection traffic.
UDP 30814 BeamMP server connection traffic.

Also permit the server executable through the host operating system’s firewall. Reserve the computer’s local address in the router or assign a stable address; otherwise, a reboot can send the forwarding rule to a different device. If your internet provider uses carrier-grade NAT, ordinary port forwarding may not work because the router does not receive a directly reachable public address.

7. Test from outside the local network

Do not rely only on a test from the same Wi-Fi network. Ask a friend on another connection to use Direct Connect with your public IP and port. If the server is public, confirm that it eventually appears in the browser after the backend accepts the AuthKey and the process has finished starting.

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BeamMP server settings that affect discovery

Three conditions determine whether a server can appear publicly:

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  • Valid AuthKey: the key must be present and accepted by Keymaster and the BeamMP backend.
  • Public status: the server must not be configured with Private = true.
  • Backend communication: the running process must be able to communicate successfully with BeamMP’s services.

A server can be fully playable through Direct Connect and still be absent from the browser if it is private. Conversely, a server configured as public will not list correctly if the AuthKey is missing, invalid or blocked by the host’s network.

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BeamMP troubleshooting

Symptom Likely cause What to check
“Missing AuthKey” or “No AuthKey specified” The server owner has not entered a usable key. Stop the server, obtain a key through Keymaster, place it in ServerConfig.toml, save the file and restart.
Server exits after roughly ten seconds The required AuthKey is empty or rejected during startup. Read the console output, verify the key was pasted without extra characters and restart after editing the configuration.
“Connection refused” The server is offline, the address is wrong or the port is not reachable. Confirm the owner’s IP and port, make sure the process is running, and check TCP/UDP forwarding and firewall rules for port 30814.
Server is absent from Public Servers It may be private, still starting or unable to contact the backend. Ask the owner whether Private is enabled, wait for startup to finish, and try Direct Connect.
Direct Connect fails while the owner can play locally The router may not forward traffic from the internet, or the provider may use carrier-grade NAT. Test from a different network, verify the server’s local address and both protocol rules, and ask the provider about a public IPv4 address.
Launcher opens but multiplayer does not start The client installation, firewall or supported-platform requirement may not be satisfied. Use the Windows client, update BeamNG.drive and BeamMP together, allow the launcher and game through the firewall, and start the session from BeamMP Launcher.

Windows client versus Linux server support

The platform statements can look contradictory because they refer to different components. The player-facing BeamMP setup is described as Windows-only, while the dedicated server documentation summary includes Windows x86_64 and selected Debian/Ubuntu builds. A Linux server therefore can host a session for Windows clients; it does not mean that a native Linux BeamNG.drive multiplayer client is available.

Platform support can change with new releases. The BeamMP documentation page available for this topic may be substantially older than the current release, so verify the current launcher and server downloads before committing to a new operating system or distribution.

Bandwidth, storage and practical capacity

There is no developer-published capacity statistic established for BeamMP in the material available here. Community guides sometimes suggest around 500 MB for the server program plus roughly 500 MB to 5 GB for mods, and one guide suggests 5 Mbps of upload capacity per group of four players. Those figures are unofficial estimates, not guarantees from BeamMP or BeamNG.drive, and actual use depends on map, vehicle count, mods, update traffic and player behavior.

Use those estimates only as rough planning prompts. Monitor the host’s upload utilization and memory while a real group plays, and leave headroom for the operating system and any mod downloads. A server that is technically reachable can still produce lag if its upstream connection or hardware is saturated.

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Keeping a private session manageable

Because Private = true is visibility control rather than authentication, distribute the IP address and port only to intended players. If the public address changes, send the new address to the group or use a stable hostname that your network supports. When changing the port, update all three places consistently: ServerConfig.toml, the router’s TCP and UDP forwarding rules, and the port given to players for Direct Connect.

When updating BeamMP, stop the server first and preserve a copy of ServerConfig.toml. Recheck the AuthKey field and private/public setting after replacing binaries, then perform an external connection test before inviting the whole group.

Common mistakes to avoid

  • Launching BeamNG.drive directly and expecting a multiplayer menu that belongs to BeamMP.
  • Trying to join a private server through the public browser instead of requesting its IP and port.
  • Forwarding only TCP or only UDP; the default setup uses both protocols on port 30814.
  • Editing ServerConfig.toml while the server is running and assuming the new value has taken effect.
  • Sharing a server address but forgetting to tell players that a non-default port is in use.
  • Assuming that a hidden server is password-protected because Private = true only removes it from public discovery.
  • Diagnosing a missing AuthKey as a player installation problem when the error is generated by the host process.
  • Assuming Linux server builds imply a native Linux client; the documented client and server platforms are separate.

Is BeamMP the only way to play BeamNG.drive online?

For the online multiplayer experience covered here, BeamMP is the established third-party route. The sources reviewed do not confirm an official built-in BeamNG.drive multiplayer mode. If the game developer introduces native multiplayer in a future release, its installation and connection process could differ from BeamMP’s launcher, AuthKey and dedicated-server workflow. Check current official game and BeamMP documentation before treating an older setup guide as definitive.

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