Game servers
Project Zomboid server quickstart
Open your Project Zomboid service in the game panel. Begin with a matching client/server version and a simple connection test before adding mods or importing a save.
1. Check the version and server identity
With the server stopped, open Startup. Our configuration exposes Server Name, Admin Username, Admin Password, Steam Beta Branch [requires reinstall] and Steam Auto Update.
Server Name is the internal identity used for configuration and save files. Keep it stable when continuing a world. Do not change it merely to troubleshoot a connection error.
A blank beta branch selects the normal Steam branch at installation. Changing the field alone does not establish that an installed server has switched versions; the field explicitly requires a reinstall. Ask support to plan a branch change and preserve your saves first. Keep players on the same version as the server. The Indie Stone explains branch selection and save compatibility in its Build 42 stable release guidance.
Set a private admin password. These game-admin credentials are separate from your billing and panel login.
2. Start and make a connection test
Press Start and watch Console. The configured readiness marker is SERVER STARTED. If a version, download or mod error appears, address it before inviting players.
In the game’s multiplayer server browser, add the public host and primary game port shown in the panel. Keep the configured SteamPort unchanged unless support gives you a different allocation. Use the correct credentials for your game-server account; do not enter your panel password into a game-server login.
3. Find settings and saves
Our startup sets the cache directory to /home/container/.cache. In Files, configuration and save data therefore belong beneath:
.cache/
Look in .cache/Server/ for the configuration files associated with your Server Name. Stop the server before edits and back up the whole .cache/ directory before replacing a world. The Indie Stone’s support team documents how the cache-directory option changes the data location.
4. Add mods only after the first join works
Confirm each mod’s supported game build and dependencies with its author. A Workshop download and an enabled server mod are separate concerns; send us the exact Workshop links and chosen game branch if you need help checking the configuration. Do not assume a Build 41 world or mod will work on another branch.
For a failed join, open a support ticket with the server name, client/server versions, exact error and recent console lines. Remove admin passwords before sharing files or logs.