VDS Start
₺899.00 / month
- 4 ayrılmış çekirdek
- 8 GB RAM
- 200 GB NVMe
- 10 TB Trafik
- 1 IPv4
Run your 7 Days to Die server on a VDS with dedicated resources: Navezgane or a random map, modlets and overhaul mods, regular world backups and DDoS filtering.
Quick answer
7 Days to Die server hosting means running The Fun Pimps' free 7 Days to Die Dedicated Server software on a server that stays online 24/7. By default the server uses port 26900 over TCP and UDP, and ports 26901–26903 over UDP; it runs on Windows and Linux. Map size, zombie count and mods determine memory needs; 8–12 GB is a typical starting point for an 8-player server. You can install it on a VDS server yourself or request the installation through a support ticket.
There is no ready-made package for this use yet; these servers give you full control to install it yourself, or you can request setup through a support ticket. You complete the order on our Turkish store page.
₺899.00 / month
₺1,599.00 / month
₺2,899.00 / month
| Scenario | RAM | vCPU | Disk |
|---|---|---|---|
| 1–8 players · Navezgane or 6K RWG | 8–12 GB | 4 | 40 GB NVMe |
| 8–16 players · 8K RWG | 12–16 GB | 4–6 | 60 GB NVMe |
| 16–32 players · 8K–10K RWG | 16–24 GB | 6–8 | 80 GB NVMe |
| Overhaul mod · busy server | 24–32 GB | 8 | 100 GB NVMe |
Estimates; actual needs depend on mods, plugins and settings.
A rented 7 Days to Die server keeps the world online without depending on the host being in the game, and lets every player connect and improve their base whenever they like. In the in-game hosting mode, the world runs on the host's computer; when the host leaves, everyone is dropped, and on Blood Moon night the host's computer has to carry both the game and the server at once.
7 Days to Die uses a voxel-based, fully destructible world. Every block, every point of structural damage and every zombie is calculated on the server side; on Blood Moon nights, hordes of zombies attacking bases at the same time push CPU and memory load to the peak. A home computer struggles at these moments, and players see zombies teleporting and blocks breaking late.
A dedicated server runs 24/7 in a data center; dedicated CPU and memory carry the Blood Moon load, and NVMe storage writes large world saves quickly. Players connecting from Türkiye and the surrounding region benefit from a short route to a server located in Türkiye, which improves reaction time in close-range zombie fights. For groups of friends, another important gain is that everyone can play on their own schedule, and the shared base and progress do not depend on anyone's computer.
The memory needs of a 7 Days to Die server depend less on player count than on map size, the number of regions loaded at once and mods; an 8-player server runs comfortably with 8–12 GB on Navezgane or a 6K random map, while on a 10K map and with overhaul mods the requirement can exceed 24 GB. The table values are estimated ranges that account for these factors.
When planning resources, watch these factors:
MaxSpawnedZombies and the number of zombies per Blood Moon directly determine CPU load.Random world generation (RWG) also creates its own load: the first generation of a large map can take several minutes, and memory usage rises during that time. On Linux, tools such as htop help you monitor memory and CPU usage.
Because 7 Days to Die's memory and CPU needs spike suddenly, especially on Blood Moon nights, the most suitable infrastructure for this game is a VDS with resources reserved for you; the package table on this page shows the current VDS options suitable for 7 Days to Die live.
You can open the server in two ways:
app_update 294420 with SteamCMD, then edit serverconfig.xml and start the server. On Linux the server starts with the startserver.sh script, and on Windows with startdedicated.bat.Since you have full administrator rights on a VDS, you can generate the map in advance, open a test world on the same server and take backups on whatever schedule you like. You can find a comparison of the two routes on the game server package or VDS page.
By default, a 7 Days to Die server uses port 26900 over both TCP and UDP, and ports 26901, 26902 and 26903 over UDP; this range must be open in the firewall for players to connect. The base port is changed with the ServerPort setting in serverconfig.xml, and the other ports shift accordingly.
| Port | Protocol | Purpose |
|---|---|---|
| 26900 | TCP and UDP | Game connection and Steam query |
| 26901–26903 | UDP | Additional game traffic |
| 8080 | TCP | Web dashboard (optional) |
| 8081 | TCP | Telnet admin console (optional) |
The web dashboard and Telnet are handy for managing the server remotely, but exposing these ports to the whole internet is a serious security risk. Telnet traffic is not encrypted; a Telnet console whose password is compromised means the server can be fully taken over. So keep Telnet reachable only from the server itself (localhost), or allow only your own IP address in the firewall.
Almost all settings of a 7 Days to Die server are kept as property lines in the serverconfig.xml file; the server reads this file at startup, so changes apply when the server restarts.
<property name="ServerName" value="Your Server Name"/>
<property name="ServerPassword" value="secretpassword"/>
<property name="ServerMaxPlayerCount" value="12"/>
<property name="GameWorld" value="RWG"/>
<property name="WorldGenSeed" value="community2026"/>
<property name="WorldGenSize" value="8192"/>
<property name="GameName" value="MainWorld"/>The settings most often changed on community servers are:
GameDifficulty: damage dealt by zombies and their toughness.BloodMoonFrequency and BloodMoonEnemyCount: how many days apart Blood Moons come and how many zombies spawn per player.DayNightLength: the length of one in-game day in real minutes.LootAbundance and LootRespawnDays: loot amount and respawn time.LandClaimSize and related settings: the area covered by the land claim block and offline protection.EACEnabled: whether Easy Anti-Cheat protection is on.The admin list, bans and command permissions are kept in a separate file, serveradmin.xml in the save folder. To make a player an admin, you can use the admin add command in the game or the console.
7 Days to Die offers two map options: the fixed Navezgane map hand-designed by the developers, and random maps generated from a seed and size when the GameWorld setting is set to RWG. Navezgane offers a predictable, balanced experience; RWG gives a different world and replayability with every wipe.
| Criterion | Navezgane | RWG |
|---|---|---|
| Map | Fixed, hand-designed | Different every time, based on the seed |
| Preparation | Instant | First generation can take minutes |
| Resource needs | Medium | Medium to high, depending on size |
| Best suited for | New groups, first playthrough | Experienced groups, regular wipes |
An RWG map is generated by the server on first launch, and memory usage temporarily rises during this process. Since generation can take a long time on large (10K) maps, it is recommended to generate the map and start the server once before opening it to players. Alternatively, you can create the map on your own computer with the game's world generator and upload it to the server's world folder; this also lets you preview a map you like in advance. Changing the map means resetting (wiping) the current world.
To install mods on a 7 Days to Die server, you copy the mod folder into the Mods folder in the server root directory and restart the server; the game loads each mod by reading the ModInfo.xml file in its folder.
7 Days to Die mods roughly fall into two groups, and this split determines whether players also need to install them:
Overhaul mods are large packs that change the game from start to finish; they must be installed with the same version on both server and client and are usually tied to a specific game version. Back up the world before installing mods; removing a mod that adds new blocks mid-world can break the structures that use those blocks. After game updates, you may need to wait for mod authors to release compatible versions; disabling automatic updates on modded servers is therefore good practice.
The key to 7 Days to Die server performance is balancing zombie counts, map size and the number of regions players load at once against your resources. Players usually notice performance problems as zombies teleporting, blocks breaking late or freezes on Blood Moon night.
MaxSpawnedZombies and MaxSpawnedAnimals may look tempting, but every creature is computed continuously. Do not go far above the defaults.BloodMoonEnemyCount sets how many zombies spawn per player; keeping it low on busy servers reduces the night-time load.Server-side slowness and a player's network latency are different problems; check whether lag affects everyone or only one player before changing settings.
The foundation of a secure 7 Days to Die server is a strong server password, keeping Easy Anti-Cheat enabled, keeping management interfaces closed to the outside, and network-level DDoS protection.
EACEnabled setting on unless you use mods with code. On servers with EAC disabled, connecting with cheat programs is much easier.serveradmin.xml; limit full admin rights to people you trust.On LIONFIN infrastructure, the RouteFence firewall filters DDoS traffic at the network level before it reaches your server, supported by 24/7 NOC and SOC monitoring in our data center.
Persistent data of a 7 Days to Die server is kept in two places: the files of the generated map and the game's own save folder (player data, region files, serveradmin.xml). By default these folders are in ~/.local/share/7DaysToDie on Linux and under the user profile's AppData/Roaming/7DaysToDie folder on Windows; they can be moved to a location of your choice with the UserDataFolder setting in serverconfig.xml.
saveworld command in the console and shut it down.GameName) in the Saves folder; if you use RWG, include the map folder under GeneratedWorlds as well.GameWorld and GameName values in serverconfig.xml and start the server.Moving saves between different major versions is generally not supported; after big updates you may need to start a new world. Keep a copy of your backups off the server.
The most common problems on 7 Days to Die servers are the server not appearing in the list, version or mod mismatches, map generation taking a long time, and crashes caused by insufficient memory. The server log file (output_log) is the first step of diagnosis.
| Symptom | Likely cause | Fix |
|---|---|---|
| Server not in the list | 26900 TCP/UDP or 26901–26903 UDP closed | Open the port range in the firewall |
| Version mismatch error | Server and client versions differ | Update to the same version with SteamCMD (the same beta branch if needed) |
| Mod error on connect | Player lacks a required mod or has a different version | Share the mod list and versions |
| First startup takes very long | RWG map is being generated | Wait for generation to finish; generate the map in advance |
| Crash during Blood Moon | Not enough memory or CPU | Reduce the zombie count or add resources |
If you hit a problem not in the table, look for red error or exception messages in the last lines of the log file; the name of the problematic mod or XML file usually appears there. A practical way to find a faulty mod is to disable half of the mods at a time and retry the server. For infrastructure issues, open a support ticket from the Support section of the customer panel and include the log output.
The most important decisions shaping a 7 Days to Die community server are the difficulty level, Blood Moon frequency, the death penalty and whether player-versus-player combat (PvP) is enabled. Settling these with your group before opening the server prevents debates about rule changes later on.
PlayerKillingMode setting controls player-versus-player damage.Write the rules in the server description (ServerDescription) and in your community channels. Creation settings such as map size or seed cannot be changed once the world has progressed, so getting these decisions right from day one saves you from an unnecessary wipe later.
Choose a VDS package
Use the resource table to pick a VDS package that fits your player count and map size.
Install the server files
Run app_update 294420 with SteamCMD, or open a ticket for a 7 Days to Die installation from the Support section.
Edit serverconfig.xml
Set the server name, password, player limit, map type, seed, size and game rules.
Open the ports
Open port 26900 as TCP and UDP and ports 26901–26903 as UDP; keep Telnet and the web dashboard closed to the outside.
Generate the map
Start the server for the first time and wait for the RWG map to be generated, or upload a ready-made map.
Set up admins and backups
Make yourself an admin with the admin add command and plan regular world backups.
An 8-player server usually runs comfortably with 8–12 GB of memory on Navezgane or a 6K random map. On 8K–10K maps and busy servers, 16–24 GB may be needed, and more with overhaul mods. The values are estimates and vary with zombie settings.
The player limit is set by the ServerMaxPlayerCount setting in serverconfig.xml; the default value is 8. You can raise the limit, but each extra player increases the number of loaded regions and the number of zombies spawned on Blood Moon night. Plan your resources accordingly.
Yes, the 7 Days to Die Dedicated Server software is free and can be downloaded through SteamCMD with an anonymous login. What you pay for is the infrastructure that runs the server. Every player connecting to the server needs their own copy of the game.
By default, port 26900 is used over TCP and UDP, and ports 26901–26903 over UDP. If the web dashboard and Telnet are enabled, TCP ports 8080 and 8081 also come into play; it is recommended to open these admin ports only to your own IP address.
Modlets that only change XML settings are, in most cases, installed on the server only. Mods containing new models, sounds, UI or code must also be installed with the same version on players’ computers. Mods with code usually require Easy Anti-Cheat to be disabled.
Yes. Upload the world and game folders from the save folder, together with the generated map folder if you use RWG, to the server and match the GameWorld and GameName values in serverconfig.xml. The same game version and mods must be installed on the server.
Run the admin add command in the server console or in the game with your player ID and a permission level. Admin details are stored in the serveradmin.xml file in the save folder. Full rights are given with the lowest permission number; grant them only to people you trust.
Random map generation involves placing terrain, roads, towns and points of interest, and can take several minutes on large maps. Memory usage also rises during this time. Generating the map before opening the server to players, or generating it on your own computer and uploading it, makes the process easier.
Major version updates can be incompatible with old saves and mods. Back up the world before updating and check whether your mods are compatible with the new version. If needed, you can keep the server on the old version by selecting the previous version’s beta branch with SteamCMD.