VDS Start
₺899.00 / month
- 4 ayrılmış çekirdek
- 8 GB RAM
- 200 GB NVMe
- 10 TB Trafik
- 1 IPv4
Run your Project Zomboid server on a VDS with dedicated resources: Workshop mods, sandbox settings, correct Java memory tuning and regular world backups for uninterrupted survival.
Quick answer
Project Zomboid server hosting means running The Indie Stone's free Project Zomboid Dedicated Server software on a server that stays online 24/7, so your world in Knox County no longer depends on the host. By default the server uses ports 16261/UDP and 16262/UDP and runs on Windows and Linux. Because it is Java-based, memory is allocated with the -Xmx value in the launch settings; modded servers need 8 GB or more. 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 (server total) | vCPU | Disk |
|---|---|---|---|
| Vanilla · 1–8 players | 4–6 GB | 2–4 | 20 GB NVMe |
| Vanilla or lightly modded · 8–20 players | 6–8 GB | 4 | 30 GB NVMe |
| Modded · 20–40 players | 8–12 GB | 4–6 | 40 GB NVMe |
| Heavily modded · 40+ players, long-running world | 12–16 GB | 6–8 | 60 GB+ NVMe |
Estimates; actual needs depend on mods, plugins and settings.
A rented Project Zomboid server keeps the world online without depending on the host being in the game, and lets every player connect on their own schedule and keep surviving. In the in-game hosting mode, the server runs alongside the game on the host's computer; when the host leaves, the world stops and the other players wait.
Project Zomboid is a simulation that tracks every house and item in Knox County along with thousands of zombies. As players spread out to different parts of the map, the server loads each player's surroundings separately, pushing memory and CPU load to a level a home computer cannot easily carry. In long-running worlds, the bases players build and the items they store enlarge the save data.
A dedicated server stays online 24/7 in a data center; dedicated memory and CPU keep the server smooth even with large zombie hordes. NVMe storage makes a clear difference in reading and writing the thousands of small map chunk files quickly. Players connecting from Türkiye and the surrounding region benefit from a short route to a server located in Türkiye; in Project Zomboid, where melee combat is decisive, this means hits register more consistently.
The Project Zomboid server is Java-based, and the amount of memory it can use is capped by the -Xmx value in the launch settings; the server's total memory must be larger than this value, with the difference left for the operating system and Java's own overhead. The table values are estimated ranges showing the server's total memory.
Keep these points in mind when planning memory:
-Xmx6g leaves room for the operating system. Setting -Xmx equal to total memory can cause the operating system to kill the server.When memory runs short, Java's garbage collection runs more often and players experience brief freezes; at a later stage, the server shuts down with an out-of-memory error. On Linux, tools such as htop and free -h let you monitor memory usage.
A flexible and predictable infrastructure for a Project Zomboid server is a VDS with resources reserved for you; the package table on this page shows the current VDS options suitable for Project Zomboid live. On a VDS, you manage the Java memory setting, the mod list and the backup scheme entirely yourself.
You can open the server in two ways:
app_update 380870 with SteamCMD. On Linux the server starts with start-server.sh, and on Windows with StartServer64.bat. On first launch, the admin password is set and the config files are created.On a VDS you can open a test world on the same server and try mod updates there first, which reduces the risk of corrupting the main world. You can find a comparison of the two routes on the game server package or VDS page.
By default, a Project Zomboid server uses port 16261/UDP for the main connection and 16262/UDP for direct connection traffic; both ports must be open as UDP in the firewall for players to connect. The port values can be changed with the DefaultPort and UDPPort lines in the server config file.
| Setting | Default | Purpose |
|---|---|---|
DefaultPort | 16261/UDP | Initial connection to the server and Steam query |
UDPPort | 16262/UDP | Player connection traffic |
RCONPort | Defined in the config file | Remote management (RCON, optional) |
If you use RCON, keep the RCONPassword value strong and open the RCON port only to your own IP address. If you run a second Project Zomboid world on the same server, give it a different -servername and different port values; two servers cannot share the same ports. Players connecting directly enter the IP address and the DefaultPort value on the in-game add-server screen.
If the server shows up in the list but players cannot connect, usually only the first port has been opened and the second was forgotten. On Linux, the ss -ulpn command shows which UDP ports the server is actually listening on, so you can compare your firewall rules against that output. After changing port values you need to restart the server.
The first decision when opening a Project Zomboid server is which game branch (Build) to use, because the server and all players must be on the same branch and saves from different branches cannot be moved between them. Build 41 was the stable standard for multiplayer for a long time; Build 42 is a branch that brings new systems, with multiplayer support being developed in stages.
When deciding, look at the following:
-beta parameter. Players' client branch must match the server.Switching from one branch to another usually requires starting a new world. So announce the switch to your community in advance and keep a backup of the old world; you will need it if you ever want to return to the old branch.
Project Zomboid server settings are kept in the Zomboid/Server directory in the user folder, in three files starting with your server name: servername.ini for general server settings, servername_SandboxVars.lua for the game world's rules, and servername_spawnregions.lua for the regions where players spawn. Since the default server name is servertest, the files often appear with names such as servertest.ini.
PublicName, PublicDescription, Public, Password, MaxPlayers, PVP, PauseEmpty (pause time while the server is empty), Open (whitelist off/on), SaveWorldEveryMinutes, the mod lines and RCON settings.Edit the settings while the server is stopped; changes made while it is running can be overwritten on shutdown. Some sandbox settings only take effect when a new world is created; for example, changing the day of the power shut-off after the world has started may not give the expected result. Many settings can also be changed from the in-game admin panel, but working through the files is safer for a persistent, traceable setup.
To add Steam Workshop mods to a Project Zomboid server, you fill in two lines in the server config file: the WorkshopItems= line with the numeric IDs from the Workshop page, and the Mods= line with the mod IDs inside the mod folders. For mods that add maps, the map folder name is also added to the Map= line. The server downloads the mods from the Workshop itself on startup, and missing mods are downloaded automatically when players connect.
WorkshopItems= line and the mod IDs to the Mods= line, separated by semicolons.Map= line before the default map.A single Workshop item can contain more than one mod; you need to add each one's mod ID separately. When a mod updates and the server and player versions do not match, players cannot connect; in that case, restarting the server usually updates the mods. Adding a map mod to an existing world or removing a mod can cause inconsistencies in the world; take a backup before every mod change.
The key to Project Zomboid server performance is a correct Java memory setting, a reasonable zombie population, a controlled mod list and regular restarts. Players usually notice performance problems as zombies teleporting, doors opening late, vehicles getting stuck or brief freezes.
-Xmx below the server's total memory, leaving room for the operating system. Too low a value causes frequent garbage collection freezes; too high a value leads the operating system to kill the process.SaveWorldEveryMinutes too short causes pauses on large worlds.Because a Project Zomboid world save consists of thousands of small files, disk speed directly affects save and map loading times; NVMe storage noticeably eases this load.
The foundation of a secure Project Zomboid server is access control through a whitelist or password, careful distribution of admin rights, protecting RCON and network-level DDoS protection.
Open=false, only accounts created by an admin can connect. This is the safest method for closed communities; player accounts are added from the admin panel or with a command.Password setting for a server that is visible in the public list but open only to your community.setaccesslevel command.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. On a VDS, keep the operating system up to date and use key-based SSH access.
A Project Zomboid server's world data is kept in the Zomboid/Saves/Multiplayer/servername directory in the user folder, while player accounts and the whitelist are kept in the Zomboid/db/servername.db file; settings are under Zomboid/Server. Backing up these three locations together is enough to restore the server completely.
save command on the server, then shut it down cleanly with quit.Saves/Multiplayer/servername folder, the db/servername.db file and the config files in the Server folder.-servername value.Since the world folder consists of thousands of small files, creating a compressed archive first is much faster than copying the files one by one during migration and backup. Build 41 and Build 42 saves cannot be moved between each other; before migrating, make sure both servers are on the same branch. Keep a copy of your backups off the server.
The most common problems on Project Zomboid servers are mod version mismatches, a branch difference between server and client, Java memory errors and closed ports. The server console and the logs in the Zomboid/Logs folder are the first step of diagnosis.
| Symptom | Likely cause | Fix |
|---|---|---|
| “Workshop item version is different” | Mod was updated, server is on the old version | Restart the server so the mods update |
| Version error when connecting | Server and client on different branches | Select the correct beta branch in SteamCMD |
| Server shuts down with a memory error | -Xmx value too low or total memory insufficient | Raise the memory setting and add resources if needed |
| Connection timeout | 16261/16262 UDP closed | Open the ports as UDP in the firewall |
| Mod will not load | Wrong mod ID in the Mods= line | Check the Mod ID value in the Workshop description |
For infrastructure issues, you can open a support ticket from the Support section of the customer panel; include the relevant lines from the server log so the problem can be identified quickly.
What shapes a Project Zomboid community server most is the zombie type and population, infection rules, PvP status and when utilities shut off. These settings directly define the world's difficulty and how players relate to each other.
PVP=false.Write the rules in the PublicDescription field and in your community channels. Changing some sandbox settings after the world has been created may not apply to the existing world as expected; making the important decisions before opening the server saves you from an unnecessary reset later.
Choose a VDS package
Use the resource table to pick a VDS package that fits your player count and mod plans.
Decide on the game branch
Choose the Build branch the server and players will use, and check that your mods support it.
Install the server files
Run app_update 380870 with SteamCMD, or open a ticket for a Project Zomboid installation from the Support section.
Run the first launch
Start the server for the first time and set the admin password; the config files are created.
Edit settings and mods
With the server stopped, edit the ini and SandboxVars files, add the Workshop and Mod IDs and set the -Xmx memory value.
Open ports and plan backups
Open UDP ports 16261 and 16262 and set up regular backups of the world folder and database.
A vanilla server runs with 4–6 GB of total memory for up to 8 players. For modded servers with 20–40 players, 8–12 GB is recommended, and 12–16 GB for heavily modded, busy servers. The -Xmx value assigned to Java should be kept somewhat below total memory; the values are estimates.
The memory setting lives in the configuration that starts the server: in the StartServer64.bat file on Windows, and on Linux usually among the Java parameters of the ProjectZomboid64.json file in the server folder. Change the -Xmx value and restart the server to apply the new memory limit.
The player limit is set by the MaxPlayers value in the server config file. You can raise the limit, but since each player loads the map chunks around them, memory and CPU needs grow. Choose a realistic value considering the resource table and how your players spread out.
Yes, the Project Zomboid Dedicated Server software is free and can be downloaded through SteamCMD. What you pay for is the infrastructure that runs the server. Every player connecting to the server needs their own copy of Project Zomboid.
No. Build 41 and Build 42 saves are not compatible with each other; when you switch branches you usually need to start a new world. Keep a backup of the old world before switching and check whether your mods support the new branch.
Add the Workshop IDs to the WorkshopItems= line and the mod IDs to the Mods= line in the server config file, separated by semicolons; for map mods, edit the Map= line as well. The server downloads the mods on startup, and players receive missing mods automatically when they connect.
You can log in with the admin account using the admin password you set on the server’s first launch. To grant rights to other players, use the setaccesslevel command in the server console or in the game. Give admin rights only to people you trust.
The most common reasons are UDP ports 16261 and 16262 being closed, the server and client being on different game branches, or mismatched mod versions. Check the ports first, then the beta branch on Steam, and finally the mod errors in the server log.
That depends on the PauseEmpty value in the server settings. When enabled, game time stops while nobody is on the server, so events such as the power shut-off do not happen while players are away, and the server carries no unnecessary load. Busy communities usually turn this setting off.