How to Host a Colony Survival Server (Dedicated Server Guide 2026)

Host a Colony Survival dedicated server: SteamCMD app 748090, launch options or server.config.json, ports, Workshop mods in gamedata/mods and worldconfig.json.

Updated Oct 3, 2026 · 6 min read

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To host a Colony Survival server, install the dedicated server with SteamCMD (app 748090) and start colonyserver.x86_64 -batchmode -nographics +server.world "MyWorld" +server.networktype SteamOnline +server.name "My Server" +server.maxplayers 10. Worlds live in gamedata/savegames/<world>. Mods go in gamedata/mods/<ModName>/ and must also be switched on in that world's worldconfig.json, because the server does not download Workshop mods by itself.

What do you need to run a Colony Survival server?

Colony Survival is a voxel colony builder where every colonist, job and night attack runs on the server. Memory follows how many colonies are running and how big they get, not just how many players are online. The server is a free download; each player needs the game on Steam.

Group RAM Notes
A few friends, a few colonies 4 GB Early and mid game
10 or more players, or colonies with hundreds of colonists 6 to 8 GB Most long running worlds
Public or heavily modded server near the cap 12 GB Big mods add research and machines

The player cap goes up to 64, but most friend groups sit far below that.

How do I install the Colony Survival dedicated server?

  1. Install SteamCMD.
  2. Download the server:
steamcmd +force_install_dir ~/colony-server +login anonymous +app_update 748090 validate +quit
  1. Start it headless on Linux:
./colonyserver.x86_64 -batchmode -nographics +server.world "Riverbend" +server.networktype SteamOnline +server.name "Riverbend Colonies" +server.maxplayers 10

On Windows, running the colonyserver executable without arguments walks you through menus instead. Pipliz notes that both the co-op menu and a menu driven server need Steam running and logged in; a headless server like the one above does not.

Which launch options does the server take?

Option What it does Default
+server.world World to load, created if new Required
+server.name Name in the server browser
+server.networktype Singleplayer, LAN, SteamLAN or SteamOnline SteamOnline for internet play
+server.maxplayers Player cap 10
+server.password Join password None
+server.gameport, +server.steamport Network ports See the ports section
+server.seed Seed for a new world Random
+server.ip Address to bind 0.0.0.0

Options are case sensitive, so +Server.Name does nothing.

Can I use a config file instead?

Yes, and Pipliz now calls it the preferable way. The game ships an example in gamedata/help/hosting_docker/server.config.json, loaded with +server.config path/to/server.config.json:

{
  "NewOptions": {
    "WorldName": "Riverbend",
    "Seed": "riverbend",
    "DifficultyKey": "2",
    "DifficultyIsLocked": false
  },
  "ServerSettings": {
    "ServerName": "Riverbend Colonies",
    "ServerPassword": "",
    "ServerGamePort": 27005,
    "MaxPlayerCount": 10,
    "NetworkType": "SteamOnline",
    "ServerListPublicly": true,
    "ServerListLAN": true,
    "ServerListFriends": true,
    "RCONPassword": ""
  }
}

NewOptions creates the world, and if a world with that WorldName already exists it simply loads it. DifficultyKey picks a preset from gamedata/settings/server.json. ServerListPublicly, ServerListLAN and ServerListFriends control the server browser, LAN discovery and joining through Steam friends. The full notes are in hosting.txt in the game's repository.

A busy Colony Survival town square full of colonists under blocky trees, with hills behind

How do I add Workshop mods to the server?

Mods come from the Colony Survival Steam Workshop, but the dedicated server has no Workshop downloader. You copy the files yourself:

  1. Subscribe to the mod and start the game once, so Steam downloads it to steamapps/workshop/content/366090/<Workshop ID>/.
  2. Find the folder that contains modInfo.json. That folder is the mod, even if it sits one level down.
  3. Stop the server and upload it to gamedata/mods/<ModName>/ so the path ends in <ModName>/modInfo.json. Never unpack mod files loose into gamedata/mods.
  4. Open gamedata/savegames/<world>/worldconfig.json and add the mod to ModConfigEntries:
"ModConfigEntries": [
  { "ModName": "Pandaros.Settlers", "ModVersionLastKnown": "---", "Enabled": true }
]
  1. Start the server and watch the log for the mod loading.

Check each mod's page to see whether players also need it installed. Many larger mods have to be on both sides, in the same version.

The gotcha: the mod is there but never loads

Three details stop most mods, and none of them throw an obvious error:

  • The name must match exactly. ModName in worldconfig.json has to equal the name field inside the mod's modInfo.json, not the folder name or the Workshop title.
  • The game version must be listed. Every modInfo.json has compatibleversions. If the current game version is not one of them, the mod is skipped. After a big update, wait for the mod author.
  • It is per world. Enabling is stored in each world's worldconfig.json, so a new world starts without your mods until you add them again.

A JSON typo (a missing comma between entries) can also stop the world loading, so check the file before starting.

What ports does a Colony Survival server use?

The server uses a game port and a Steam port, set with +server.gameport and +server.steamport (or ServerGamePort in the config file). Pipliz's example config uses 27005 for the game port. Whatever you choose, forward UDP for both on your router and allow them through the firewall. If two servers run on one machine, give each its own pair. More in our port forwarding guide.

How do players join a Colony Survival server?

  1. Open Multiplayer in Colony Survival.
  2. Search the server list for the server name, then join.
  3. Steam friends can also join through the Steam friends list when friends discovery is on.

Every player can plant their own banner and run a separate colony on the same map, or share one colony and add each other so they can help build.

Moving an existing world onto it

Worlds are folders in gamedata/savegames/ in the game's install folder. Stop the server, upload the world's folder into the server's gamedata/savegames/, set the world name to the folder's exact name, upload any mods that world uses into gamedata/mods, and start it.

Common problems

  • Mod ignored: ModName does not match modInfo.json, the mod is not in its own folder, or its compatibleversions does not include the current game version.
  • World will not load after editing: a JSON syntax error in worldconfig.json.
  • New world instead of yours: the world name does not match the folder in savegames.
  • Players locked out after a patch: the server is on the old build. Update and restart.
  • Option ignored: launch options are case sensitive.

FAQ

How many players can a Colony Survival server hold?

Up to 64 with +server.maxplayers. The default is 10, and colony size decides how many run smoothly.

Does the Colony Survival server download Workshop mods?

No. Copy the mod folder into gamedata/mods and enable it in the world's worldconfig.json.

Where are Colony Survival worlds saved?

In gamedata/savegames/<world name>, both in the game folder and on a server.

Can each player have their own colony?

Yes. Every player can plant their own banner on the shared map, or friends can share one colony.

The easy option: host it with us

Colony Survival hosting on GamezServers starts at 9.99 USD a month for 4 GB, with 6, 8 and 12 GB plans and 50% off the first month for new customers. The panel passes the world name, server name, player cap and ports as launch options, and auto update keeps the server on the same build as Steam. There is no password field in the panel today, so email support if you want one. Mods go up over SFTP, and there is a one click Backup before you swap worlds or mod lists.

Skip the setup. Your own Colony Survival server.

$4.99USD first month

Then $9.99/mo. Just trying it? $2.50 for 3 days

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