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Soulmask Server Ports: Default Ports and How to Open Them

Soulmask normally uses UDP 8777 for game traffic and UDP 27015 for Steam queries. Learn how to configure, forward, firewall, test, and troubleshoot those ports, including the 27050/27051 defaults documented for a popular container image.
Length10 min Posted Quest giverVGSources Team
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For the standard Soulmask dedicated-server setup, forward UDP 8777 for game traffic and UDP 27015 for the Steam server-query and browser endpoint. Allow the same two UDP ports through the server computer’s firewall, then start the server with matching values: -Port=8777 -QueryPort=27015. The ports are configurable, so every router rule and firewall rule must match the values you actually select.

Container deployments can use different defaults. The documented jsknnr/soulmask-dedicated-server image uses UDP 27050 for game traffic and UDP 27051 for queries unless you change them. Do not forward 8777/27015 automatically when the container publishes another pair.

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Default Soulmask ports at a glance

A Soulmask server normally needs two UDP endpoints. The first carries player and game-session traffic. The second lets Steam query the server so it can appear in the in-game browser and return information such as its name and status.

Purpose Standard documented default Protocol Configuration
Game and client traffic 8777 UDP -Port=8777 or Port=8777 in Engine.ini
Steam query and browser 27015 UDP -QueryPort=27015 or GameServerQueryPort=27015 in Engine.ini
Echo/Telnet console (optional) 18888 TCP -EchoPort=18888
RCON (optional) 19000 TCP Enable it with the server’s RCON password and port settings

The Soulmask Wiki describes the two required UDP ports as 8777 and 27015 and notes that command-line parameters can change them. Echo/Telnet and RCON are management interfaces, not prerequisites for ordinary players to connect. Exposing them adds an administrative attack surface, so leave them disabled or restrict them to trusted addresses unless you specifically need remote administration.

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What each port does

UDP 8777: the game port

The game port is the endpoint clients use for the actual dedicated-server session. If this port is not reachable, players generally cannot complete a direct connection even when the server is running and visible on the host computer. A router rule for 8777 must be a UDP rule directed at the server’s private LAN address; a TCP-only rule does not substitute for it.

UDP 27015: the Steam query port

The query port is used by Steam’s server browser and query services. It is separate from the game port. A server can therefore be reachable by direct address while missing from the browser if UDP 27015 is blocked, forwarded to the wrong machine, or configured to a different number in Soulmask.

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TCP 18888 and 19000: optional administration

The documented Echo/Telnet endpoint defaults to TCP 18888. RCON uses TCP 19000 when enabled with the appropriate password and port settings. These ports do not need to be forwarded for normal gameplay or browser discovery. If you turn either service on, use a strong credential, restrict source addresses where your firewall supports it, and expose only the port you actually use.

Choose a port plan before changing anything

Use the standard pair when you are running the ordinary dedicated-server files and have no reason to avoid those numbers. Choose another pair when another service already occupies a port, when several Soulmask instances share one host, or when your hosting image documents its own defaults.

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Deployment Game port Query port What must match
Standard dedicated-server setup 8777/UDP 27015/UDP Startup parameters or Engine.ini, router forwarding, host firewall, and any container publication
jsknnr/soulmask-dedicated-server container defaults 27050/UDP 27051/UDP Container environment or arguments, published host ports, router forwarding, and host firewall
Custom or multiple instances Any unused UDP value above 1000, if supported by the chosen deployment A different unused UDP value per instance Every layer must use the same per-instance pair

The jsknnr project README says its game ports are arbitrary values above 1000 and shows 27050 and 27051 as the image defaults. It also explicitly requires those ports, or whichever values you choose, to be open on both the router and the container host. That advice applies to the image’s published ports; it does not change the standard non-container defaults.

Configure the standard server ports

Option 1: command-line parameters

Start the standard server with both values stated explicitly:

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-Port=8777 -QueryPort=27015

To use a custom pair, replace both numbers, for example:

-Port=8787 -QueryPort=27025

Do not change only one side of the pair in your launch command and leave the router or firewall on the old value. The game and query ports can be different, but each selected number must be consistent everywhere.

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Option 2: Engine.ini

The corresponding Engine.ini entries are:

Port=8777
GameServerQueryPort=27015

For a custom configuration, change the values in the file and then restart the server process. Keep a written record of the final pair; it prevents a common mistake in which the router is updated but the server continues listening on its previous settings.

Verify what the process is actually using

Read the server startup output or the deployment panel after every change and confirm the game and query values shown there. A rule that is correct on paper is ineffective if the process failed to load Engine.ini, a launch argument overrides the file, or a container maps a different host port. Test only after the running process reports the same values you intend to publish.

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Open the ports on a home router

Port forwarding is a two-address operation: the router receives traffic on your public address and sends it to a particular private address inside your LAN. The server computer must keep that private address, or the forwarding rule will eventually point at another device.

  1. Reserve the server’s private address. Create a DHCP reservation in the router for the server’s network adapter, or configure a static LAN address according to your network design. Record the address, such as 192.168.1.50. A reservation is usually safer than manually assigning an address that could overlap the router’s DHCP pool.
  2. Open the router’s NAT or Port Forwarding page. Router labels vary, but the relevant section is normally called Port Forwarding, NAT, Virtual Server, or Applications and Gaming.
  3. Add the game rule. Set the external port and internal port to the selected game value, choose UDP, and use the reserved private address as the destination. For the standard setup, that is UDP 8777 to the server’s LAN address.
  4. Add the query rule. Create a second rule for the selected query value and protocol. The standard setup uses UDP 27015 to the same private address.
  5. Save and apply. Some routers restart their firewall or NAT service after applying a rule. Wait for that process to finish before testing.
  6. Forward management ports only if required. If you enabled Echo/Telnet or RCON, create separate TCP rules for the configured ports. Otherwise, do not expose them.

Use the same internal and external number unless you have a specific reason to translate ports. Translation is possible on many routers, but it makes troubleshooting harder: the externally reachable number must still be communicated to anyone connecting directly, while the server process continues listening on its internal number.

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Allow the same ports through the host firewall

Router forwarding cannot bypass the operating system’s inbound firewall. On the server computer, create inbound allowances for the selected UDP game port and UDP query port. The port numbers must be the values used by the running process, not merely the defaults listed in a guide.

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  • On Windows, add inbound rules in Windows Defender Firewall with Advanced Security, choosing the UDP protocol and the specific local ports.
  • On Linux, add equivalent inbound rules in the firewall system active on that machine, such as the distribution’s configured firewall manager.
  • On a hosted VPS, check both the operating-system firewall and the provider’s network firewall or security-group rules.
  • If you enabled Echo/Telnet or RCON, allow their TCP ports separately and restrict the source range whenever possible.

After saving the rules, confirm that the server application is running and listening. A firewall rule for a stopped process cannot produce a successful connection, and a listening process on the wrong interface may remain inaccessible even when the port appears open locally.

Container and Docker deployments

Containers add another network layer. You must distinguish the port inside the container from the port published on the host. The host publication, router forwarding, and firewall rule must form one continuous path to the container’s configured game and query endpoints.

Using the documented jsknnr defaults

The jsknnr image documents UDP 27050 as its game port and UDP 27051 as its query port. Its Docker and Podman examples publish those ports, and its README states that the router and container host must both allow them. In that deployment, a correct path is:

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  1. Configure the image to use its documented 27050/27051 pair, unless you deliberately select another pair.
  2. Publish UDP 27050 and UDP 27051 from the container to the host using the image’s documented run or compose syntax.
  3. Allow UDP 27050 and UDP 27051 in the host firewall.
  4. Forward UDP 27050 and UDP 27051 on the router to the host’s fixed private address.
  5. Confirm that the server process inside the container reports the same values.

Do not forward standard 8777/27015 merely because those are common Soulmask values. If the image is listening on 27050/27051, forwarding another pair sends traffic nowhere useful.

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Custom container ports

The image README says game ports can be arbitrary above 1000. When selecting custom values, assign an unused game and query port, publish those exact UDP ports, and update the router and host firewall together. If you run more than one container on one host, each instance needs unique published game and query ports; two containers cannot both claim the same host port.

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Testing: separate gameplay from browser discovery

Test in stages so you know which part of the path failed.

  1. Test on the LAN. From another computer on the same network, connect using the server’s private address and game port. This checks the server process and local firewall without involving the router’s public-side NAT.
  2. Test from outside the LAN. Use a device on a different network and the public address with the selected game port. Some routers do not support reliable “hairpin” testing from inside the same LAN, so an external connection is preferable.
  3. Check the browser listing. If direct connection works but the server is absent from the Steam browser, focus on the query path: verify the query value in the startup arguments or Engine.ini, confirm UDP rather than TCP, and check that the router and firewall forward that exact value.
  4. Recheck after every change. Restart the server when configuration files or launch arguments require it, then verify the reported ports before retesting.

A direct-connect failure and a browser-listing failure are not interchangeable symptoms. The former usually points to the game-port path, address, process, or firewall. The latter can occur while gameplay traffic is healthy because the separate query endpoint is blocked or mismatched.

Troubleshoot the most common failures

It works on the LAN but not over the internet

  • Check that the router forwards to the server’s current private address, not an old DHCP address.
  • Confirm both UDP rules exist and that the host firewall allows the same numbers.
  • Verify the public address you are testing is the router’s current WAN address.
  • Check for carrier-grade NAT (CGNAT). If the router’s WAN address is private or differs from the address shown by an external address-checking service, inbound forwarding may not be possible without a public address or an alternative network arrangement.
  • On a VPS, inspect the provider’s security group in addition to the operating-system firewall.

Direct connection works, but the server is missing from the browser

  • Read the configured query value and compare it with the externally forwarded value.
  • Make sure the query rule is UDP 27015 for the standard setup, or the custom query value you selected.
  • Check that a container’s published query port is not being confused with the port inside the container.
  • Restart the process after editing Engine.ini or launch arguments.

A Docker deployment is unreachable

  • Confirm the container is running and the host has published both UDP ports.
  • Compare the image’s documented defaults with your actual environment variables or arguments.
  • Open the published host ports in the host firewall and forward those host ports on the router.
  • Ensure another container or service has not already claimed the same host ports.

Several Soulmask servers share one machine

Assign every instance its own game port and query port. Give each instance a distinct pair in its launch arguments or Engine.ini, then create matching firewall, router, and container-publication rules. If optional Echo/Telnet or RCON services are enabled, those management ports must also be unique per instance. Keep a simple mapping of instance name, game port, query port, and private host address so a later change does not silently break one server.

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Security and maintenance checklist

  • Forward only the UDP game and query ports required for players and browser discovery.
  • Keep Echo/Telnet and RCON closed unless they are needed.
  • Use a strong RCON password and limit administrative ports to trusted source addresses.
  • Reserve the server’s LAN address so forwarding does not drift.
  • Record the active game and query values after every configuration change.
  • Review router, host-firewall, provider-firewall, and container settings as one configuration, not as independent fixes.
  • When moving from standard files to a container image, re-check the image’s documented defaults instead of carrying over the old port pair.

Port-forwarding decision guide

Symptom Most likely area to inspect first Why
Nobody can connect, including by direct address Game port, process, host firewall, or router destination Gameplay traffic is not reaching the server endpoint.
LAN players connect; internet players cannot NAT target, public address, CGNAT, or host/provider firewall The server works internally, so the external path is the differentiator.
Direct internet connection works; browser listing fails Query port and UDP protocol Browser discovery uses a separate endpoint.
Standard rules fail after switching to a container Container defaults and published host ports The image may use 27050/27051 rather than 8777/27015.
One server works and another does not on the same host Duplicate port assignment or missing per-instance rule Each process needs a unique game/query pair.

Bottom line

For a conventional Soulmask dedicated server, open and forward UDP 8777 for game traffic and UDP 27015 for Steam queries, then configure the process with the same values. The browser port is not optional if you want reliable listing, even though direct connection may work without it. In a container, follow the image’s port map instead: the documented jsknnr defaults are UDP 27050 and UDP 27051. Whatever numbers you choose, consistency across the server configuration, container publication, router, and every firewall is the key to a reachable server.

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