Squad Dedicated Server Setup Guide (2026): Ports and Licensing
Servers

Squad Dedicated Server Setup: Windows, Linux, Ports and Licensing

Your Squad server can start successfully and still leave players unable to find or join it. The real test comes when players connect, the match fills, and your setup has to handle the load.

Squad Dedicated Server Setup: Windows, Linux, Ports and Licensing

A Squad dedicated server hosts matches independently of the player’s game client, giving you control over settings, maps, and admin access. Install the free Windows or Linux server tool through SteamCMD using App ID 403240. Unlicensed servers appear under Custom Servers. Listing in the main Server Browser requires an Offworld server license.

This guide takes you through installation, ports, configuration, and connection checks so you can verify that players can reach your server. You’ll also learn how to plan hardware, manage mods, and troubleshoot common problems before increasing your player count.

Squad Dedicated Server Quick Facts

ItemCurrent Detail
Main Game App ID393380
Dedicated Server App ID403240
Application TypeFree Steam Tool
Supported Server OSWindows 64-bit and Linux 64-bit
Latest Verified VersionSquad 10.6 Hotfix 2 -2 October 2026
Installed Server Build VerificationVerify the installed app manifest’s buildid after updating
Current EngineUnreal Engine 5.7
Main Installation MethodSteamCMD anonymous login
Main Configuration DirectorySquadGame/ServerConfig/
Default Game Port7787 UDP
Default Query Port27165 UDP; account for the paired query allocation where required
Default RCON Port21114 TCP, restricted to trusted management access
Workshop Parent App ID393380
Unlicensed Server LocationCustom Servers

Squad Server Updates Relevant to This Guide

Offworld published Squad 10.6 Hotfix 2 on 2 October 2026, addressing server and client desynchronization after revives.

Later fixes matter when diagnosing mod-related joins: Squad 10.5.3 addressed outdated-mod detection and related connection failures.

Squad 10.5 updated the Mod SDK. Existing mods needed to be recooked, and outdated Workshop files could cause clients to remain in an infinite loading loop.

Squad 10.4 moved the game from Unreal Engine 5.5 to Unreal Engine 5.7, as documented in the official Steam announcements.

Squad 10.3 introduced AllowFireteamLayersInRotation, PrepTimeStandard, and PrepTimeSmallScale for controlling Fireteam rotation and staging times.

These settings have different scopes. AllowFireteamLayersInRotation controls Fireteam layer eligibility; the preparation-time settings apply to their documented modes. Check the 10.3 release notes and current configuration comments before changing them.

After updating, locate appmanifest_403240.acf in the relevant Steam library and record its buildid. A Steam Build ID and a named Squad release are different identifiers.

What a Squad Dedicated Server Is

A Squad dedicated server hosts matches independently of players’ game clients. It can stay online without connected players while the host, network, and server process remain operational.

You control server rules, admin permissions, reserved slots, layer rotation, and restarts.

Who This Is For

Use one for public communities, scrims, clan events, or private matches. Licensed servers must remain public; use an unlicensed server for password-protected events.

Prerequisites Before Installing a Squad Server

Do not start with SteamCMD. Start with the basics that decide if your server will be reachable, stable, and easy to maintain.

Use this checklist. Completing these checks reduces avoidable setup problems.

Pre-Install Checklist

  • Public IP Or A Routable Host
    • For internet players, you need a host with a working inbound connection path. A LAN-only test does not require public internet reachability.
    • A “public IP” is the cleanest case.
    • CGNAT can prevent unsolicited inbound IPv4 connections without an ISP-supported mapping or public address. Double NAT can work if the required forwarding is configured at both routers.
    • If inbound routing is unavailable, ask the ISP about a public address or supported mapping, or use a host with the required inbound access.
  • Admin Access To Firewall And Network Rules
    • You must be able to open ports on:
      • The server OS firewall, and
      • The network edge (router, cloud firewall, provider panel)
    • A missing inbound rule is one possible cause of a missing listing; verify advertising, browser category, versions, and service availability too.
  • Enough Disk Space For Updates And Rollbacks
    • You need space for:
      • The base server install
      • Future updates
      • Logs
      • Mod content if you use it
      • Backup copy of your config files
    • Measure the installed files, Workshop content, logs, and retained backups before choosing disk capacity. Leave working space for updates; this guide does not establish a universal minimum disk size.
  • A Restart and Maintenance Plan
    • Monitor memory, logs, TPS, and connection behavior over time. Use observed changes to choose an appropriate maintenance interval.
    • Pick a restart window that fits your player base.
    • Publish routine maintenance windows and notify players before planned interruptions.
  • A Place To Store Configs And Backups
    • Treat configs as assets.
    • Store backup copies of these files outside the main install folder; keep the active files in the configuration directory the server reads:
      • Server.cfg
      • Admins.cfg
      • Rcon.cfg
      • rotation files
      • any custom messages or rules files
    • Test how to restore known-good configuration files. Configuration backups do not restore server binaries or guarantee compatibility with an older mod package.

What To Decide Before You Install

  • Your Target Player Count
    • For a 100-player target, verify sustained per-core performance, peak memory use, packet loss, jitter, and TPS under the intended workload.
    • A smaller population may need fewer resources, but layers, mods, and measured load still determine the appropriate configuration.
  • Your Operating System
    • Windows often feels simpler for first-time hosts.
    • Linux often feels cleaner for long-term operation and automation.
    • Pick the OS you can manage at 2 AM when something breaks.

Squad Dedicated Server Download And Install With SteamCMD

SteamCMD is the most reliable way to install and update a server. It is scriptable, repeatable, and easy to automate later.

Before using these scripts, install SteamCMD using Valve’s platform instructions, install the platform-specific dependencies described in Valve’s instructions, and confirm the executable location. Stop an existing game-server process before updating its files.

Your goal is simple:

  • Install the dedicated server files into a clean folder
  • Update using the same command every time
  • Validate when you suspect corruption or odd crashes

Folder Layout That Stays Clean

Use a layout you can back up and troubleshoot fast.

  • SteamCMD folder
    • Contains SteamCMD only
    • Example: C:\steamcmd\ or /opt/steamcmd/
  • Squad server folder
    • Contains the dedicated server files only
    • Example: C:\servers\squad\ or /opt/squad/
  • Config backup folder
    • Contains copies of your config files
    • Example: C:\servers\squad-config-backups\ or /opt/squad-config-backups/

This split prevents one common failure: you reinstall the server and overwrite the only working config you had.

SteamCMD Install Method (Windows And Linux)

Windows: Copy/Paste Install Script

Create a file named update_squad.txt inside your SteamCMD folder.

Use this structure:

  • It stops subsequent SteamCMD commands after a reported failure; a failed installation may still need a retry or validation.
  • It logs in anonymously.
  • It installs into your chosen folder.
  • It installs or updates the dedicated server without running a full file validation during every routine update.

Set the install path below, then check the SteamCMD and script paths in the batch wrapper:

@ShutdownOnFailedCommand 1
@NoPromptForPassword 1
force_install_dir C:\servers\squad
login anonymous
app_update 403240
quit

Now create a file named install_or_update.bat:

@echo off
set "STEAMCMD=C:\steamcmd\steamcmd.exe"
set "SCRIPT=C:\steamcmd\update_squad.txt"
"%STEAMCMD%" +runscript "%SCRIPT%"
pause

Run install_or_update.bat.

What this gives you:

  • One button to install.
  • The same button to update later.
  • An interactive updater; remove pause and add logging, failure handling, and shutdown coordination before scheduling it.

Linux: Copy/Paste Install Script

Confirm that /usr/games/steamcmd is the installed executable path and replace it if necessary. The account running this script must have write access to /opt/squad.

Run the Linux installation and game process from an unprivileged account. From that account, use sudo only to create a server directory owned by the current user:

sudo install -d -o `id -un` -g `id -gn` /opt/squad

Create an update script named install_or_update_squad.sh:

#!/bin/bash

set -e

STEAMCMD="/usr/games/steamcmd"

INSTALL_DIR="/opt/squad"

mkdir -p "$INSTALL_DIR"

"$STEAMCMD" +@ShutdownOnFailedCommand 1 \

+force_install_dir "$INSTALL_DIR" \

+login anonymous \

+app_update 403240 \

+quit

Make it executable:

chmod +x install_or_update_squad.sh

Run it:

./install_or_update_squad.sh

Why this matters:

  • It turns updates into a single repeatable command.
  • It reduces human error.
  • It makes it easy to automate daily checks later.

Launch The Squad Dedicated Server

These commands are initial launch tests. For unattended operation, supervise the process with a service manager using an unprivileged account and the server installation as its working directory; test restart and shutdown behavior before scheduling maintenance.

Windows Launch Example:

cd /d "C:\servers\squad"
"C:\servers\squad\SquadGame\Binaries\Win64\SquadGameServer.exe" Port=7787 QueryPort=27165 beaconport=15000 FIXEDMAXPLAYERS=80 RANDOM=NONE -log

Linux Launch Example:

cd /opt/squad
./SquadGameServer.sh Port=7787 QueryPort=27165 beaconport=15000 FIXEDMAXPLAYERS=80 RANDOM=NONE -log

Change FIXEDMAXPLAYERS to your tested player cap. Additional instances need non-overlapping game and query allocations, including paired ports, plus separate beacon and RCON ports.

Update Command Vs Validate Command (Use Them Correctly)

  • Update
    • Use for normal patching.
    • Run it during your maintenance window.
    • It pulls new server files.
  • Validate
    • Use when you see odd behavior:
      • Random crashes after an update,
      • Missing files,
      • Broken startup after a failed patch.
    • Validation takes longer. Do not run it every time unless you need it.

Your Practical Rule:

  • Run update normally.
  • When logs, missing files, or failed updates indicate possible file corruption, run SteamCMD with validation enabled.

Windows:

C:\steamcmd\steamcmd.exe +force_install_dir C:\servers\squad +login anonymous +app_update 403240 validate +quit

Linux:

"/usr/games/steamcmd" +force_install_dir "/opt/squad" +login anonymous +app_update 403240 validate +quit

Verify The Install Before You Touch Configs

Do this before you edit Server.cfg or start tuning ports. You want to confirm the install is real and the server process can run.

Verification Checklist

  • Confirm The Server Binary Exists
    • Your server folder should contain the server executable or launch script.
    • If the binary is missing, check SteamCMD output, the installation destination, permissions, and any security-software quarantine before identifying the cause.
  • Confirm Logs Generate
    • Start the server once.
    • You should see a log output window or log files appear.
    • No logs usually means:
      • Wrong launch path,
      • Missing permissions,
      • Or the server fails instantly.
  • Confirm The Process Stays Running For 5 Minutes
    • A server that exits in seconds usually signals:
      • Missing dependencies
      • Corrupted install
      • Or wrong startup parameters.
    • Let it run for at least five minutes.
    • If it stays up, you can move to configuration with confidence.

What “Good” Looks Like At This Stage

  • The server starts without instantly crashing.
  • Logs show normal startup output.
  • A running process passes the initial startup check; it does not prove joinability or full-load stability.

Once you pass this step, then it makes sense to move to:

  • First boot setup,
  • Ports,
  • Server.cfg tuning.

Squad Dedicated Server Setup: First Boot Checklist

Do these steps in order. Do not tune anything until you complete the basics. A clean first boot saves you hours later.

Step 1: Start The Server Once To Verify Runtime Files

  • Start the server one time with a simple launch command.
  • Let it reach a steady “running” state for a minute.
  • Stop it cleanly after confirming that runtime logs are created and the expected configuration directory is accessible.

What you gain:

  • The test launch confirms that the executable starts correctly and that the expected runtime and configuration paths are accessible.
  • You avoid changing configuration before confirming that the installation and file paths are correct.

Step 2: Set ServerName And Basic Identity Settings

  • Open your main server config file in the ServerConfig directory.
  • Set a server name that tells players what they are joining.
  • Keep the name readable in the browser.
  • If you plan multiple servers, add a clear label like “#1” and a region tag.

Basic identity settings to lock early:

  • Public or private access choice.
  • A clear rules line you will enforce.
  • A short tag set that helps the right players find you.

Step 3: Set The Player Cap

  • Pick a player cap that matches your hardware and your goals.
  • Start lower if you are new or still testing stability.
  • Raise it only after you confirm stable play during busy hours.

Good Operating Rule:

  • Do not chase 100 slots for ego.
  • Run the highest slot count you can keep stable.

Step 4: Create Permission Groups And Add An Admin Account

  • A simple starting pattern uses two permission groups:
    • A moderator group for daily enforcement.
    • An admin group with explicitly selected management permissions.
  • Add your own SteamID64 to the admin group first.
  • Keep the first admin list short until you confirm everything works.

Why this matters:

  • You need admin access before you test live joins.
  • You do not want to scramble for control after players arrive.

Step 5: Set The RCON Password And Lock It Down

  • Set a long RCON password that you do not reuse anywhere else.
  • Treat RCON like a control panel. Anyone with access can ruin your server.
  • Restrict access by firewall if you can.

Practical Rule:

  • If you expose RCON to the open internet, expect trouble.
  • If you keep RCON restricted, you reduce risk fast.

Step 6: Set The Rotation File Before You Go Public

  • Create your rotation file with a short, proven set of layers.
  • Avoid experimental layers on day one.
  • Keep the first rotation predictable so you can spot problems.

A good starter rotation does this:

  • Mixes popular layers.
  • Avoids stacking the heaviest layers back-to-back.
  • Keeps matches flowing for new players.

Step 7: Restart And Confirm The Server Advertises

  • Restart the server after you change core settings.
  • Watch the logs for normal startup.
  • Confirm that a licensed server appears in the primary Server Browser or that an unlicensed server appears under Custom Servers.

If the server does not advertise:

  • Do not edit ten things at once.
  • Fix one layer at a time: config, then ports, then routing.

Done Means You Passed Three Checks

  • The server appears in the correct category: the primary Server Browser when licensed or Custom Servers when unlicensed.
  • You can join from a different network. Test from a mobile hotspot or a friend’s connection.
  • RCON responds. You can run a simple command like listing players without errors.

If a check fails, investigate configuration, networking, versions, mods, and current publisher issues before assigning a cause.

Squad Dedicated Server Requirements: What Actually Matters

Squad server planning should prioritize sustained per-core CPU performance, sufficient memory, stable routing, and measurable TPS under load. Do not select hardware by total core count alone.

RedSwitches Planning Estimates: 50 Vs 80 Vs 100 Players

These figures are planning estimates, not official Squad minimums. Offworld’s published policy lists a minimum of 8 GB RAM and 4 GB additional per game instance; consult the current policy for the applicable allocation. Validate the configuration using your exact layers, mods, peak RAM use, network use, and server TPS.

Target Player CountCPU PriorityRAM TargetStorageNetwork TargetNotes
50 PlayersHigh single-core performance on modern desktop-class CPUs16 GBNVMe100–250 Mbps committedGreat for training, events, and smaller communities.
80 PlayersHigh single-core performance with strong sustained boost32 GBNVMe250 Mbps–1 Gbps committedAn 80-player cap may provide additional performance headroom, but the ideal cap depends on CPU performance, TPS, layers, mods, and community goals.
100 PlayersTop-tier single-core performance with strong sustained clocks32–64 GBNVMe1 Gbps committedLeave resource headroom and monitor server TPS as the population increases. Offworld considers more than 35 TPS healthy, below 25 TPS degraded, and below 15 TPS critical.

Rules that keep you out of trouble:

  • Pick the highest single-core performance you can afford.
  • NVMe can reduce storage-related update and loading time, but server restarts and offline updates still interrupt availability.
  • Buy a committed network port that matches your peak, not your average.

Allow Headroom For Mods

Mods increase load time and can raise server load during heavy moments.

If you run mods:

  • Allow additional resource headroom for mods, based on measured performance under your intended workload.
  • Test your chosen mods at the intended player cap, then adjust CPU, RAM, and network capacity where measurements show a bottleneck.
  • Keep the mod list short until you prove stability.

What You Should Not Do

  • Do not chase more cores over better single-core speed. The main game thread can limit performance, but measure CPU threads, memory, I/O, and networking before identifying the bottleneck.
  • Do not run a public 100-player server on weak single-core CPUs. You will feel it when the server fills.
  • Check the sustained CPU allocation before choosing a burstable plan. Performance may drop when CPU credits are exhausted or usage exceeds the plan’s baseline allowance.
  • Do not cheap out on storage. Slow disk slows updates, restarts, and recovery after crashes.

Squad Dedicated Server Ports: Open, Forward, Verify

Ports, NAT, and interface binding are possible causes of missing listings; also check advertising, browser category, versions, filters, and discovery services. Fix the network path before you touch gameplay settings.

Ports Table: Example Allocations And Conditional Requirements

This table includes inherited dual-protocol guidance for beacon and query traffic; verify those requirements against the actual build and host. RCON uses TCP in these examples. Investigate additional UDP traffic specifically rather than allowing it through an unrestricted inbound range.

PortProtocolPurposeWhat To Know
7787UDPGame traffic (primary)This carries core gameplay traffic.
7788UDPGame traffic (secondary)Many setups use the next port for related traffic.
15000TCP and UDPBeacon / discoveryHelps the server show up and stay discoverable.
27165TCP and UDPSteam query (common default)Many guides use this as the primary query port.
27166TCP and UDPSteam query variant / +1 portOpen this too when you troubleshoot visibility.
21114TCPRCONAllow only trusted management addresses or a VPN.
30000+UDPHigh ports used after connectInvestigate the host’s actual requirement; do not open an unrestricted inbound range by default.

Query port note you should follow:

  • If you set a query port in your startup parameters, open that exact port.
  • If your server shows locally but not publicly, open both 27165 and 27166 as a fast test.

Firewall Rules: Minimal And Clean

Windows Firewall (Inbound)

Run these in an elevated command prompt:

Replace YOUR_ADMIN_IP in the RCON example with the actual trusted administrator or VPN source address before running it. Remove any existing broad RCON allow rules first, including UDP rules; a narrow allow does not cancel another broad allow.

netsh advfirewall firewall add rule name="Squad Game UDP 7787-7788" dir=in action=allow protocol=UDP localport=7787-7788

netsh advfirewall firewall add rule name="Squad Beacon UDP 15000" dir=in action=allow protocol=UDP localport=15000

netsh advfirewall firewall add rule name="Squad Beacon TCP 15000" dir=in action=allow protocol=TCP localport=15000

netsh advfirewall firewall add rule name="Squad Query UDP 27165-27166" dir=in action=allow protocol=UDP localport=27165-27166

netsh advfirewall firewall add rule name="Squad Query TCP 27165-27166" dir=in action=allow protocol=TCP localport=27165-27166

netsh advfirewall firewall add rule name="Squad RCON TCP 21114 Restricted" dir=in action=allow protocol=TCP localport=21114 remoteip=YOUR_ADMIN_IP

Game ports 7787–7788 use UDP. Verify beacon and query protocol requirements for the current deployment; restrict TCP RCON to trusted management access.

Linux UFW (Inbound)

The OpenSSH profile must match the actual SSH port before UFW is enabled. For RCON, replace YOUR_ADMIN_IP with the trusted administrator or VPN source address and remove any existing broad TCP or UDP RCON allow rules first.

sudo ufw allow OpenSSH

sudo ufw allow 7787:7788/udp

sudo ufw allow 15000/udp

sudo ufw allow 15000/tcp

sudo ufw allow 27165:27166/udp

sudo ufw allow 27165:27166/tcp

sudo ufw allow from YOUR_ADMIN_IP to any port 21114 proto tcp

sudo ufw status

If UFW is already active, apply the rules with:

sudo ufw reload

If UFW is inactive, confirm that SSH is allowed and then enable it with:

sudo ufw enable

Apply required public traffic rules at every relevant firewall layer, and keep RCON limited to the trusted management source or VPN path.

Verify Ports And Browser Visibility (Do This In Order)

1) Confirm The Server Binds To The Correct Interface

  • If your host has more than one IP, the server can bind to the wrong one.
  • When explicit binding is needed, use an IP assigned to the intended local interface; an unassigned public NAT address is not a valid local bind address.
  • Treat “it works on the server machine” as a weak test. External joins matter.

2) Confirm The OS Firewall Allows Inbound Traffic

  • Confirm the rule exists.
  • Confirm the rule targets the correct port range.
  • Confirm the rule targets the correct protocol.

3) Confirm Your Router Or Provider Forwards To The Server

  • Home Hosting: Forward ports to the server’s LAN IP.
  • Dedicated Hosting: Open ports in the provider firewall panel if they use one.
  • Make sure your server’s internal IP does not change after reboots.

4) Check For CGNAT Or Double NAT

  • Under CGNAT, unsolicited inbound IPv4 traffic normally cannot reach the server unless the ISP provides port mapping or a public address. Treat public IPv6 as an alternative only after verifying support across the game, host, and clients.
  • Ask the ISP about a public address or supported mapping, or use a host with suitable inbound connectivity.

5) Test Join From A Mobile Hotspot

  • Disconnect your client PC from your home network.
  • Join the server from a mobile hotspot or ask a friend to join.
  • This test tells you the truth fast.

If an external join fails, compare logs, versions, mods, advertising, browser category, and network rules before identifying the cause.

Core Configuration: Server.cfg, Admins.cfg, Rcon.cfg, And Passwords

You do not need a “perfect” config on day one. You need a config that makes your server easy to find, easy to run, and hard to abuse.

Server.cfg: Settings That Matter

Focus on discoverability, stability, and clear rules.

Minimal Server.cfg Example

ServerName="My Squad Server"ShouldAdvertise=trueIsLANMatch=falseMaxPlayers=80NumReservedSlots=2PublicQueueLimit=20Tags=

Use the default Server.cfg included with the current server build as the reference for additional options. Existing configuration files may not automatically receive settings introduced by later updates.

  • Server Name, Max Players, And Advertising
    • Set a server name that tells players what they get in one scan.
    • Include your region and your style in the name, not a full paragraph.
    • Set your player cap to match your real performance, not your dream cap.
    • Keep advertising enabled for a public server. If you disable it, the server can run fine and still stay invisible.
  • Reserved Slots And Queue Behavior
    • Reserve slots for admins and staff who must join fast during incidents.
    • Keep the reserved slot count small. Too many reserved slots annoy regular players and hurt retention.
    • Set a queue cap that fits your community. A huge queue sounds good until the queue starts failing and players quit.
  • Rotation Mode Selection
    • Pick one rotation method and stick to it.
    • For a fixed layer rotation, set MapRotationMode=LayerList in Server.cfg and edit LayerRotation.cfg. For a fixed map rotation, use MapRotationMode=LevelList and LevelRotation.cfg. Layer voting uses MapRotationMode=LayerList_Vote with LayerVoting.cfg and VoteConfig.cfg. These files belong in SquadGame/ServerConfig/; check the files and configuration comments included with your installed build before editing.
    • Use a layer-based rotation if your community cares about specific match types.
    • Use a map-based rotation if you want variety and simple management.
    • Do not run experimental rotation logic on launch day. Start predictable, then expand.
  • Tags That Help Players Find You
    • Use tags that match real player intent.
    • Choose tags you will enforce. Do not label a server “new player friendly” if your admins do not support it.
    • Keep tags consistent across your Discord rules and your server messages.

Practical Rule: if a setting affects visibility, queue flow, or admin access, lock it early. If a setting only affects preferences, change it later.

Admins.cfg: Permissions That Match Your Team

Your admin file decides if your server stays playable when things go bad. Keep the permission model simple.

Minimal Admins.cfg Example

Group=Admin:changemap,balance,chat,kick,ban,cameraman,pauseGroup=Moderator:changemap,chat,kick,ban

Admin=76561198000000000:Admin //Replace with the administrator's SteamID64Admin=76561198000000001:Moderator //Replace with the moderator's SteamID64

Define groups before assigning users. Check the current default Admins.cfg before adding other permission names.

  • Create Two Groups First
    • Create a Moderator group for day-to-day enforcement.
    • Create an Admin group with the specific management powers your team needs.
    • Avoid creating five roles on day one. Extra roles create gaps and confusion.
  • Moderator Group Should Cover
    • Warnings and kicks for basic rule breaks.
    • Temporary bans for repeat behavior.
    • Limited match tools if your team trusts moderators.
    • Zero access to sensitive config actions unless you train them.
  • Admin Group Should Cover
    • Full ban control.
    • Map and rotation control.
    • Password changes for appropriately unlicensed private events; licensed servers must remain public.
    • Emergency actions when the server needs fast intervention.
  • SteamID64 Mapping Must Stay Clean
    • Use SteamID64, not display names.
    • Verify each ID before you add it.
    • Keep a separate staff list in your docs so you can remove access fast.

Example Structure (Keep It Simple)

  • Define groups first.
  • Assign people second.
  • Use names or handles in comments or a staff register; retain the required numeric identifier in each access entry.

Rcon.cfg And Squad Dedicated Server Password Controls

RCON gives you power. It also gives attackers a target. Treat it like an admin panel, not a convenience feature.

Minimal Rcon.cfg Example

IP=0.0.0.0Port=21114Password=REPLACE_WITH_A_LONG_UNIQUE_PASSWORDMaxConnections=5SecondsBeforeTimeoutCheck=120

Leaving Password empty disables RCON. IP=0.0.0.0 listens on all local interfaces; retain it only with appropriate access restrictions, or bind to the intended local or private interface.

  • Strong Password Rules
    • Use a long password. Aim for 20+ characters.
    • Use a password manager and generate it.
    • Never reuse your Discord, email, or panel passwords.
    • Rotate the password after staff changes.
  • Lock RCON Down With Firewall Rules
    • Allow RCON only from trusted admin IPs when you can.
    • Block it for the whole internet by default.
    • If you cannot restrict by IP, put RCON behind a VPN.
  • Keep RCON Private If You Can
    • Prefer a private admin network.
    • Use a VPN or a secured jump box.
    • Use SSH tunneling on Linux if your team knows how.

A restricted RCON path reduces exposure, but credentials, updates, and staff-access controls still require maintenance.

Secure-By-Default Checklist

Use this every time you bring a new server online.

  • Set A Strong RCON Password
    • Generate it.
    • Store it in a shared vault with access control.
  • Restrict Admin Access
    • Allow RCON from trusted IPs, or run it through a VPN.
    • Remove access the same day someone leaves staff.
  • Limit Exposure And Connections
    • Keep RCON off public networks when possible.
    • Avoid sharing credentials in chat.
    • Keep staff tools behind accounts, not shared logins.

Admin Workflow And Squad Dedicated Server Tool Stack

Tools do not run a server. Process runs a server. Build a simple workflow your team can follow when the server is full and chaotic.

What You Actually Need

  • One RCON Tool Your Team Can Use
    • Pick one tool and standardize it.
    • Train staff on the same interface so actions stay consistent.
    • Use a tool that logs actions if your team is large.
  • One Player Moderation Process
    • Write rules in plain language.
    • Define what counts as a warning, a kick, and a ban.
    • Require admins to log the reason for serious actions.
    • Keep proof standards simple: screenshots, clips, chat logs, timestamps.
  • One Restart And Update Policy
    • Set a daily restart window and publish it in server messages.
    • Update during low-pop hours.
    • Do not patch mid-queue unless a critical fix forces it.
    • Keep separate recovery procedures for configuration, mods, and application files; restoring configuration alone cannot undo a game update.
  • One Ban Appeal Path
    • Give players one place to appeal. Discord works fine.
    • Set response expectations so appeals do not rot for weeks.
    • Ask for basics: SteamID, reason, date, and their side of the story.
    • Keep the tone firm. You run the server. You also stay fair.

Standard Admin Actions That Keep Servers Healthy

Use a consistent ladder. Random enforcement kills trust.

  • Warn → Kick → Temp Ban → Perm Ban Ladder
    • Warn for first-time minor issues when intent looks sloppy, not malicious.
    • Kick when the player ignores the warning or repeats the behavior.
    • Temp ban when the player returns and repeats the same pattern.
    • Perm ban for clear cheating, harassment, ban evasion, or repeated serious violations.
  • Broadcast Rules Without Spamming
    • Broadcast only when it helps match flow.
    • Remind players of one rule at a time.
    • Use short messages that match enforcement.
  • Map Change Process That Avoids Chaos
    • Announce the change before you force it.
    • Use map changes as a last resort during active disputes.
    • Keep a short list of “safe layers” that run well on your hardware.

Practical rule: consistency matters more than severity. Players accept strict rules when your staff applies them evenly.

Mods And Map Rotation: A Stable Workflow

Mods and custom layers can grow a community fast. They can also wreck stability if you treat them like plug-and-play.

Mods With Controlled Downtime

  • Use A Staging Server For Mod Testing
    • Use a separate appropriately unlicensed staging instance, or test while production is offline. Do not password-lock or hide a licensed server.
    • Install mods there first.
    • Stop the server before installing or updating Workshop content.

Windows:

C:\steamcmd\steamcmd.exe +login anonymous +workshop_download_item 393380 MOD_ID +quit

Linux:

"/usr/games/steamcmd" \

+login anonymous \

+workshop_download_item 393380 MOD_ID \

+quit

  • Replace MOD_ID with the Workshop item ID. Squad Workshop content uses the main game App ID 393380, not dedicated-server App ID 403240. After downloading, copy the required mod files into:

SquadGame/Plugins/Mods/

  • Verify the server boots, loads layers, and stays stable.
  • Update Mods After Squad Updates
    • Game updates can break mods.
    • Test the updated server with compatible mod versions before updating production.
    • Update mods once mod authors push compatible versions.
    • Avoid “update everything now” during peak playtime.
  • Keep The Mod List Short
    • Mods can add compatibility risk, loading work, and resource use, depending on their contents.
    • Start with the minimum set that adds real value.
    • Remove mods that cause crashes, long loads, or staff headaches.
  • Keep A Rollback Plan
    • Save a known-good mod list.
    • Keep backups of rotation files.
    • If a mod is implicated, disable it and remove its dependent rotation or configuration references. Restore only a compatible server-and-mod combination.

Practical Rule: if a mod causes random instability, cut it. Your community wants playable matches more than novelty.

2026 Mod Compatibility Warning

Squad 10.5 updated the Mod SDK and required existing mods to be recooked. Outdated Workshop files may cause an infinite loading loop.

Squad 10.5.3, released on 17 September 2026, fixed mod-related client crashes and a detection issue that allowed clients with mismatched mod files to join servers. Check current release notes and mod compatibility when diagnosing connection failures.

Verify that every mod supports the current Squad build before reopening a production server.

Rotation That Does Not Kill Performance

Rotation is not just variety. Rotation is load management.

  • Avoid Heavy Layers On Weak Hardware
    • Some layers punish CPU and memory harder.
    • If your tick drops or queues disconnect during peak, heavy layers often sit near the cause.
    • Build a rotation that fits your real hardware tier.
  • Use Exclusions With Intent
    • Exclude layers that consistently cause crashes or performance drops.
    • Exclude layers your community hates. People leave when the server feels like a coin flip.
    • Review exclusions every month so the rotation stays fresh.
  • Keep A Low-Pop Rotation File
    • For supported layer voting, configure LayerVotingLowPlayers.cfg and LowPlayerCountThreshold in VoteConfig.cfg; a file with an arbitrary name will not activate automatically.
    • Use smaller maps or lighter layers when population drops.
    • Verify that the voting configuration returns to normal LayerVoting.cfg options when population rises above the configured threshold.

Practical Rule: treat rotation like a product. You are designing match quality, not just picking names from a list.

Licensing Explained: Licensed Vs Unlicensed Servers

Licensing decides where your server appears and what standards you must meet to stay there. Decide whether licensed placement is required before choosing infrastructure, then meet the applicable operating requirements.

Licensed Vs Unlicensed: Where Each Shows Up

  • Licensed Server
    • Shows in the main, default server browsing experience most players use.
    • Provides primary-browser visibility; actual discovery and traffic depend on player behavior and server appeal.
    • Faces higher scrutiny. You must keep match quality and admin conduct consistent.
  • Unlicensed Server
    • Shows under Custom Servers.
    • Works fine for testing, training, and early community building.
    • Gives you space to learn ops without pressure.

What Licensing Expects From You

Licensing is not “a key.” It is a promise that your server stays playable and your staff stays accountable.

  • Admin Coverage
  • Stable Performance
    • Monitor server TPS under full population. More than 35 TPS is healthy, below 25 TPS is degraded, and below 15 TPS is critical under the current licensing policy.
    • You must manage restarts, updates, and peak-hour load without drama.
  • Hardware That Holds Up
    • Dedicated resources matter for high player counts.
    • Weak single-core performance will surface as queue pain, stutter, and poor match flow.
  • Rules That Match Enforcement
    • Your rules must be clear, visible, and enforced the same way every day.
    • Random enforcement kills trust.
  • A Real Appeal Path
    • Players need one clear channel for appeals.
    • Your staff needs a simple process to review and respond.

Current Official Licensing Requirements

RequirementCurrent Rule
Server VisibilityPublicly accessible; licensed servers cannot be password-locked
HardwareApproved physical dedicated or self-hosted hardware
VirtualizationVM, VPS, and VDS infrastructure is not permitted for licensing
MemoryPolicy wording: 8 GB RAM minimum; 4 GB additional per game instance
Memory SpeedApproximately 3000 MHz or faster is recommended
AdministrationAt least 10 active administrators per server
Healthy PerformanceMore than 35 server TPS
Degraded PerformanceBelow 25 server TPS
Critical PerformanceBelow 15 server TPS
MaintenanceRegular restarts and responsive administration are expected

Licensing Readiness Checklist

Use this list to decide if you should apply now or wait.

  • Stable Peak-Hour Performance
    • Your server stays smooth when full.
    • Your restarts do not hit prime time.
    • Your update process is repeatable and predictable.
  • Admin Coverage Plan
    • You can cover your busiest hours.
    • You have a defined escalation path for serious incidents.
    • You remove staff access fast when roles change.
  • Clear Rules And Enforcement
    • Rules show in your server messages and Discord.
    • Staff follows the same warning ladder.
    • Staff logs serious actions.
  • Appeal Path
    • One place for appeals.
    • A simple template players must follow.
    • A response timeline your team can meet.
  • Clean Naming
    • Your server name is readable in the browser.
    • Your region and server style are clear.
    • Multiple servers follow a simple “#1 / #2” naming pattern.

If you cannot meet these points, run unlicensed, fix operations, then apply.

Squad Dedicated Server Troubleshooting

Follow the checks for your issue in order. After changes, restart where required and test visibility and joining from another network.

IssueStepCheckAction
Server not showing up1. AdvertisingInternet advertising settingsSet ShouldAdvertise=true and IsLANMatch=false for internet hosting, then restart.
Server not showing up2. PortsGame, query, and beacon reachabilityAllow the configured ports and required protocols through both the OS firewall and provider firewall or router. Keep RCON restricted to trusted sources.
Server not showing up3. Bind IPInterface used on hosts with multiple IPsIf needed, set MULTIHOME to an IP assigned to the intended local interface. Do not use an unassigned public IP or documentation placeholder.
Server not showing up4. NATCGNAT or double NATFor double NAT, forward ports through both routers. For CGNAT, request a public address or supported inbound mapping from the ISP.
Server not showing up5. Server applicationSteamCMD installation targetConfirm you installed the Squad dedicated server using App ID 403240.
Server not showing up6. Browser and accessListing category, filters, and external joinsCheck Custom Servers for unlicensed servers and the main Server Browser for licensed servers. Clear restrictive filters and test from another network.
Queue disconnects or failed joins1. Server loadTPS, CPU-thread usage, memory, and logsTemporarily lower the player cap and test lighter layers. Consider a faster per-core CPU only if measurements show a CPU bottleneck.
Queue disconnects or failed joins2. Network qualityPacket loss, jitter, and upload congestionUse a wired host connection, remove uplink congestion, and investigate routing problems. Bandwidth alone does not establish connection quality.
Queue disconnects or failed joins3. Maintenance timingDisconnects coinciding with restarts or updatesSchedule routine maintenance during low-population hours and announce it. Apply urgent fixes outside that window when necessary.
Queue disconnects or failed joins4. Mods and loadingErrors or stalls during map transitionsCheck server and client logs. Test suspect mods individually on a staging server and remove incompatible mods.
Queue disconnects or failed joins5. Compatibility and authenticationClient/server versions, Workshop files, and authentication errorsUpdate compatible server and mod files, then retest. Investigate Steam, EOS, or Offworld services when logs indicate an authentication or service problem.
Server down or browsing failure1. ScopeWhether one server or many are affectedCompare reports across servers and regions. Widespread symptoms suggest a shared problem but do not prove an outage.
Server down or browsing failure2. UpdatesInstalled build and updater resultsConfirm the expected server build. If an update failed, stop the server, rerun the SteamCMD updater, and check its output.
Server down or browsing failure3. Firewall rulesRules after OS or provider changesRecheck both firewall layers against the configured ports. Restore missing or incorrect rules.
Server down or browsing failure4. Process healthCrash loops, dependencies, and logsConfirm the process stays running for at least 10 minutes and resolve logged errors. A running process does not prove players can join.
Server down or browsing failure5. Remaining causesAdvertising, browser category, bind IP, versions, mods, and service statusRecheck these before reinstalling or attributing the failure to an upstream service. Confirm recovery with an external join test.

Squad Hosting Options Compared

Compare the actual hardware, network, permissions, and support included in each plan. A game panel can also run on bare metal.

Hosting optionUseful forMain limitations to checkBefore choosing
Home hostingLearning, configuration testing, and private eventsCGNAT, double NAT, unstable upload, power interruptions, and router restartsVerify inbound connectivity, test under your expected player load, and account for electricity and equipment costs.
Game panel hostingQuick setup and convenient update, restart, and configuration controlsCPU allocation, shared-resource contention, access restrictions, and provider support scopeAsk about the underlying hardware, allocated resources, available controls, and licensing eligibility.
Bare metal hostingDedicated resources, OS control, and communities with specific performance needsHardware suitability, total cost, and responsibility for maintenanceTest your intended player cap, check applicable Offworld licensing requirements, and confirm who handles updates, backups, monitoring, and security.

Choose based on tested performance and total operating cost. Hosting type alone does not guarantee stability or licensing approval.

Why RedSwitches Fits Squad Hosting

A successful Squad server setup ends with players joining and performance holding up under load. Correct browser placement, reachable ports, secure admin access, and tested mod compatibility all matter. Once those checks pass, your hardware needs to support the matches you plan to run.

RedSwitches gives you control over that foundation with dedicated bare-metal resources, NVMe storage options, full root access, and DDoS protection. Multiple server locations let you choose a region near your community, while 24/7 infrastructure support provides help when hosting issues arise.

Root access lets you configure Squad, firewall rules, monitoring, and backups around your own operating needs.

Choose your CPU around sustained performance per core, then validate your player cap with real matches. Keep updates predictable and monitor performance as your community grows.

Ready to put the guide into practice? Talk to RedSwitches about your target player count, preferred region, and mod requirements to choose a configuration you can test and build on.

Frequently Asked Questions

Common questions about squad dedicated server setup: windows, linux, ports and licensing.

What Is A Squad Dedicated Server?
A Squad dedicated server runs the match as a standalone server process. Players join through the browser, and you control admins, rules, rotation, restarts, and performance.
How Do I Download The Squad Dedicated Server?
Use SteamCMD. Install into a clean folder, run app_update 403240, and use validate only when you suspect file corruption. Avoid random “pre-packed” downloads.
What Are Squad Dedicated Server Requirements For 80 Players?
For 80 players, prioritize strong sustained per-core CPU performance and monitor TPS under full load. The 32 GB RAM and network figures in this guide are RedSwitches planning estimates, not official Squad requirements.
What Are Squad Dedicated Server Ports?
Allow UDP 7787–7788 for gameplay and the beacon/query allocations required by the current build and host. RCON commonly uses TCP 21114 and must remain restricted to trusted management access. Investigate additional UDP traffic specifically rather than opening an unrestricted inbound high-port range.
Why Is Squad Dedicated Server Not Showing Up?
Possible causes include disabled advertising, the wrong browser category, blocked discovery traffic, incorrect binding, unavailable inbound routing, filters, versions, mods, and discovery services. Test externally and compare logs before assigning the cause.
Why Do I Get Squad Dedicated Server Disconnected From Queue?
Queue or connection failures can involve server load, packet loss, jitter, version mismatches, authentication, updates, mods, or upstream services. Check logs, server version, and current service status before assigning the cause.
Can I Run Squad Dedicated Server Linux On A VM?
A VM may be usable for private testing or an unlicensed Custom Server, depending on its allocated resources. Offworld currently prohibits VM, VPS, and VDS infrastructure for licensed Server Browser placement.
What Is The Squad Dedicated Server App ID?
The official Squad dedicated server Steam App ID is 403240. The main game and Workshop parent App ID is 393380.
What Is The Latest Squad Dedicated Server Version?
This guide references Squad 10.6 Hotfix 2, released on 2 October 2026. After updating the dedicated server, check the buildid in appmanifest_403240.acf to record the installed Steam build. A Steam Build ID and a named Squad release are different identifiers.
Can I Run A Squad Server Without A License?
Yes. An unlicensed server can operate under Custom Servers. An Offworld license is required for placement in the primary Server Browser.
What TPS Should A Squad Server Maintain?
Offworld considers more than 35 server TPS healthy, below 25 TPS degraded, and below 15 TPS critical.
Written by

Hafsa Qadeer

Technical Writer

Hafsa Qadeer is a Technical Content Writer at RedSwitches and a journalist with a background in molecular biology and oncology. She brings research precision to technical writing and SEO strategy, turning complex topics in infrastructure, biotech, and AI into content that informs and engages.

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