VDS Start
₺899.00 / month
- 4 ayrılmış çekirdek
- 8 GB RAM
- 200 GB NVMe
- 10 TB Trafik
- 1 IPv4
Keep your ships and stations in orbit 24/7: the Space Engineers Dedicated Server runs at its most stable on a high-clock Windows server with dedicated cores.
Quick answer
Space Engineers server hosting means running Keen Software House's official Space Engineers Dedicated Server on an always-on Windows server. The server is downloaded with SteamCMD using app ID 298740, listens on 27016/UDP by default and officially supports Windows only. Keen recommends a high-clock CPU and at least 10 GB of memory; because the physics simulation is heavy, a VDS with dedicated cores running Windows Server is the best foundation.
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
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| Scenario | RAM | vCPU (high clock) | Disk |
|---|---|---|---|
| 2–4 players, small world | 6–8 GB | 3 | 30 GB NVMe |
| 5–10 players, medium world | 10–12 GB | 4 | 40 GB NVMe |
| 10–20 players, modded | 12–16 GB | 4–6 | 60 GB NVMe |
| 20+ players, busy community | 16–24 GB | 6+ | 80 GB NVMe |
Estimates; actual needs depend on mods, plugins and settings.
In Space Engineers ships, stations and asteroid mining are fully physics-simulated; if the PC you play on also carries that load, both you and your guests slow down. A separate dedicated server decouples the simulation from player clients, keeps the world online 24/7 and lets players progress at different times.
Keen Software House publishes the server software as a free tool. You install it from the Tools section of your Steam library or with SteamCMD using app_update 298740. It launches with SpaceEngineersDedicated.exe; the configurator that opens on first launch sets the world, player count, mods and block limits, after which the server starts directly or as a Windows service. Running it as a service requires an administrator account.
Official support covers Windows only. Community Wine and Docker projects exist for Linux, but Keen doesn't support them and they can break with updates. For a long-lived community server, a machine running Windows Server is the path with the fewest surprises.
According to Keen's official page, the minimum is a 3.2 GHz CPU, 3 logical cores, 6 GB of RAM and a 5 Mbps connection; the recommended configuration is a 4.5 GHz CPU, 3 logical cores, 10 GB of RAM and a static IP for public servers. The table above is an estimate based on these values; the real requirement depends more on blocks and grids in the world than on player count.
Performance in Space Engineers is measured by sim speed. 1.0 means real-time simulation; as it drops everything moves in slow motion and pistons and rotors start behaving strangely. Much of the simulation relies on a single thread, so more cores help only so much; high clock speed and dedicated cores matter far more.
This page shows VDS packages for Space Engineers: you can install the server yourself or request a ready-made setup through a support ticket. The game's heavy physics and sensitivity to single-thread speed cause sim speed swings on shared resources; on a VDS cores and memory are reserved for you, so performance stays predictable.
Since the server requires Windows, you use your VDS with Windows Server; see operating system licenses for licensing. You connect over Remote Desktop and use the configurator just as you would on your own PC.
A VDS also lets you run several instances on one machine. According to Keen's documentation each instance must use its own port; for example a survival server on 27016 and a creative test server on 27017. For a detailed comparison see game server package or VDS. Choose a package from the live table to fit your world size; resources can be increased later.
Treat Keen's recommended 4.5 GHz clock speed as a reference: on virtual servers it matters as much that cores are dedicated and high-frequency as how many there are. Starting small with a group of friends and moving up a package as the community grows is usually more economical than renting a large server from day one.
Server settings are managed in the configurator or directly in SpaceEngineers-Dedicated.cfg. As described in Keen's documentation, the tool has several tabs, each grouping a set of settings.
| Tab / field | What it sets |
|---|---|
| Server | Server name, port, player limit, admin Steam IDs |
| World | New or saved world, scenario |
| Mods | Steam Workshop mods; can be added from your subscribed list |
| Block Limits | Per-block or tag-based limits |
| Plugins | Server-side plugin assemblies |
Saved worlds are loaded on Windows from %APPDATA%\SpaceEngineersDedicated, or for a service install from the SpaceEngineersDedicated folder under ProgramData. To open a world you created in the game, copy its save folder there.
You can monitor the server remotely with Keen's Remote Client, which shows sim speed, connected players and game state. Stop the server before changing settings and run a short test session afterwards to confirm the world loads correctly.
Block limits are the most effective tool to stop a single player or faction from building structures large enough to bring the server down. Every block adds a cost to the simulation; the game counts it as PCU (Performance Cost Units). A PCU cap limits each player's total cost and protects the server's sim speed.
The configurator's Block Limits tab offers two approaches: per-block limits (for example how many refineries or assemblers a player may build) and tag-based limits. Common practice on busy community servers:
Explaining limits to players from the start avoids arguments over restrictions later. On a server with only a few friends limits can be looser; the real goal is keeping sim speed close to 1.0.
Space Engineers mods are distributed through Steam Workshop and added in the configurator's Mods tab; when players connect, the mods download to their clients automatically. The first world load after adding mods can take longer while the server downloads and compiles them.
Besides mods there are server-side plugins, managed in the configurator's Plugins tab. The community has also built Torch, a tool that wraps the server and adds admin plugins; Torch is not an official Keen product, may lag behind updates and is used at your own risk. Plugins can add cleanup, automatic restarts and admin commands, but every plugin is another possible source of errors.
The most common cause of sim speed drops is not server power but the physics load that piles up in the world, so first find where the load comes from. The Remote Client's monitoring tab shows sim speed; a drop that starts at a certain hour or when a particular player connects is a clue.
If the problem continues after these steps you have reached the hardware limit; consider a package with a higher clock speed or more memory.
A public Space Engineers server is exposed because its IP appears in the server list, so protection belongs both at network level and on Windows. On LIONFIN infrastructure traffic is filtered at network level by the RouteFence firewall, DDoS traffic is filtered before it reaches the server where possible, and everything is monitored 24/7 by our NOC and SOC (see our data center).
27016/UDP or your chosen port) and the ports needed for management open.If you use community plugins, download them only from sources you trust; a server-side plugin can access everything on the machine.
A single-player world or one hosted on a friend's PC can be moved by copying its save folder. Player saves on Windows are under %APPDATA%\SpaceEngineers\Saves, in a folder named after your Steam ID; each world sits in its own folder with files such as Sandbox.sbc and SANDBOX_0_0_0_.sbs.
SpaceEngineersDedicated\Saves folder.Space Engineers autosaves and can keep backup copies in the world folder, but copies on the same disk don't protect against disk failure or a wrong admin command. Copy the world folder off the server regularly, and take a manual backup before big updates and mod changes.
World settings change the experience the most; they are edited when you select the world in the configurator and stored in the save's Sandbox.sbc. The right settings decide both how fast players progress and how much load the server carries.
Agreeing rules with your community before opening the server is much easier than changing them later; lowering multipliers in particular can cause arguments because it changes the value of players' work.
No. Space Engineers 2 is a sequel released by Keen Software House as a separate game, and the information on this page covers the first game's dedicated server. The two share a universe and a similar idea, but use different engines, save formats and server tools; worlds, mods and server settings from the first game cannot be moved directly to the sequel.
This affects your hosting decision too: set the server up with the official software of whichever game your community plays. As Space Engineers 2's server side may change during early access, follow Keen's latest announcements and server docs for it. Hosting both games side by side on a VDS with separate folders and ports is technically possible, but both are physics-heavy, so size resources as if they were two separate servers.
If your group stays with Space Engineers for its large Workshop library and established modded-server culture, the configuration, block limit and backup advice on this page applies directly.
Most errors come from missing dependencies, ports or mod incompatibilities; the log files in the server folder usually name the cause clearly.
27016/UDP is closed in the firewall, or only TCP was opened. Space Engineers uses UDP.If you get stuck, open a support ticket from the customer panel with the log file attached.
Choose a Windows VDS
Pick a VDS from the package table that suits your world size and specify that you will use Windows Server.
Install dependencies
Connect via Remote Desktop and install .NET Framework 4.8 and the Visual C++ 2013 and 2017 packages.
Download the server files
Run app_update 298740 in SteamCMD to download the Space Engineers Dedicated Server files.
Set up the world and mods
Open the configurator with SpaceEngineersDedicated.exe and set the world, player limit, mods and block limits.
Open the port and start
Open 27016/UDP in Windows Firewall, start the server as a service and connect from the game by IP address.
Plan backups
Set up a backup plan that copies the world folder off the server regularly and choose a daily restart time.
According to Keen Software House documentation, the Space Engineers dedicated server uses UDP and listens on port 27016 by default. You can change it in the configurator; if you run several instances on one machine, give each its own port and open it in the firewall.
Not officially; Keen supports only the Windows version. Community Wine and Docker projects make it possible to run on Linux, but they can break with updates and are outside official support. Windows Server is recommended for a permanent server.
Keen states 6 GB of RAM as the minimum and 10 GB as recommended. On modded and busy servers the need rises above that as the world grows. Watch memory use for a few days and increase resources if it approaches the limit.
Sim speed is the ratio of the server’s physics simulation to real time; 1.0 means full speed. It usually drops because of grids, rotors, pistons and debris piling up in the world. Cleanup, block limits and high-clock dedicated cores are the main ways to protect it.
Yes. Steam Workshop mods added in the server’s Mods tab download to players’ clients automatically when they connect. Many mods lengthen the first connection, and a mod removed from the Workshop but left in the list can cause errors when players join.
Yes. Copy the world folder from the game’s Saves folder to the server’s SpaceEngineersDedicated Saves folder and select it in the configurator. Mods used in the world must also be enabled on the server; back up both sides before moving.
Torch is a community-made tool that wraps the Space Engineers dedicated server and makes adding admin plugins easier. It isn’t required; Keen’s own configurator and Plugins tab cover the basics. As Torch is not an official Keen product, it may lag behind game updates.
Yes. According to Keen’s documentation, each server instance must use its own port; for example a survival world on 27016 and a creative world on 27017. Each instance consumes its own memory and CPU, so plan resources accordingly.
It isn’t required, but on long-running Space Engineers servers memory use can climb and sim speed can drop over time. Many community servers therefore schedule a restart at the quietest hour and warn players beforehand.
On PvP servers block limits, PCU caps, safe zone settings and faction rules matter even more. Set damage and enemy rules in world settings, keep the admin list short and explain the rules up front. On busy PvP servers DDoS protection also becomes critical.