
A Project Zomboid server for a small group on vanilla or a few mods runs on 4 GB of RAM, a real Workshop mod list wants 6 to 8 GB, and big modded communities need more. When we compared prices on 25 October 2026, 4, 6 and 8 GB cost €4.00, €6.00 and €8.00 a month with us, Shockbyte charged US$11.99, US$16.99 and US$20.00 for the same RAM, and GTXGaming sold 10 slots with 10 GB for £9.50.
Build 42 multiplayer has been on the stable branch since 42.20 on 29 July 2026, so a server you rent today runs Build 42 unless you ask for the legacy41 branch.
Build 42 multiplayer: where it stands
| Version | Date | What changed for servers |
|---|---|---|
| 42.20.0 | 29 July 2026 | Build 42 with multiplayer becomes the default stable build, and the reworked anti-cheat is switched back on. In Build 42, inventory transfers and all timed actions run on the server. Build 41 moves to the legacy41 beta branch. |
| 42.20.3 | 17 August 2026 | Better handling of the player limit, "including support for up to 254 players", and fixes for several causes of a memory leak that could slow the game down and crash it over time. |
| 42.20.4 | 26 August 2026 | Security fixes. The loadstring and loadstream Lua methods were removed, which broke some mods. |
| 42.21 | 28 September 2026 | Fixes for zombie duplication in multiplayer. SteamID bans work again after a Steam authentication exploit was closed, the server browser shows the last wipe instead of the last restart, players on a different game version get a notice, and loadstring and loadstream are back (full 42.21 notes). |
On 21 October 2026 The Indie Stone published a note on Java mods: it officially supports Lua mods only, and Java mods and their loaders "will be fundamentally broken" by game updates, without warning. On a rented server, stick to Lua mods from the Workshop.
What comes next, according to The Indie Stone's Build 42 stable plans: a Build 42 Support Update through the rest of 2026 that focuses on optimisation and modding support, with more multiplayer improvements along the way. With 42.21 The Indie Stone also said that, from now on, each update should go to the Unstable branch for testing before it reaches Stable, so server owners can see a patch coming.
Project Zomboid server prices on 25 October 2026
Prices checked 25 October 2026 on each host's own Project Zomboid page (linked in the table), on monthly billing.
| Host | Plan | RAM | Players or slots | Price as listed | In euros |
|---|---|---|---|---|---|
| Space-Node | Small | 4 GB | not sold per slot | €4.00 a month | €4.00 |
| Space-Node | Medium | 6 GB | not sold per slot | €6.00 a month | €6.00 |
| Space-Node | Large | 8 GB | not sold per slot | €8.00 a month | €8.00 |
| Space-Node | Extreme | 12 GB | not sold per slot | €11.80 a month | €11.80 |
| Shockbyte | Wood Axe | 4 GB | 6 players | US$11.99 a month | about €10.71 |
| Shockbyte | Metal Pipe | 6 GB | 10 players | US$16.99 a month | about €15.18 |
| Shockbyte | Chainsaw | 8 GB or more | 16+ players | US$20.00 a month | about €17.87 |
| GTXGaming | Basic | 10 GB | 10 slots | £9.50 a month | about €11.35 |
| GTXGaming | Squad | 10 GB | 20 slots | £18.60 a month | about €22.21 |
| GTXGaming | Recommended | 12 GB | 20 slots | £25.59 a month | about €30.56 |
| Indifferent Broccoli | 4 players | no RAM cap | 4 players | US$9.99 a month | about €8.93 |
| Indifferent Broccoli | 8 players | no RAM cap | 8 players | US$15.99 a month | about €14.29 |
| Indifferent Broccoli | 16 players | no RAM cap | 16 players | US$20.99 a month | about €18.75 |
Our prices include VAT, and the checkout works out the VAT for your billing country. The other hosts show list prices, and their pages don't say whether VAT is added at checkout for a customer in the EU. Pounds and dollars are converted at the ECB reference rate of 23 October 2026: 1 euro is 1.1193 US dollars or 0.83728 pounds.
What the table shows:
- Price per GB. Our plans come to €1.00 per GB at 4, 6 and 8 GB and €0.98 at 12 GB. Shockbyte's 4 to 8 GB plans work out at €2.23 to €2.68 per GB. GTXGaming's 10 slot Basic plan comes to about €1.13 per GB, and adding slots costs extra.
- Player limits. GTXGaming sells slots and Shockbyte sizes plans by players. Our plans are sold by RAM; the player cap is the MaxPlayers line in the server's
.inifile, 32 by default according to the PZwiki. - Per player instead of per GB. Indifferent Broccoli charges per player and does not cap RAM: US$9.99 for four players and US$20.99 for sixteen.
In our two USA locations every plan costs €0.10 more per GB of RAM, so Medium is €6.60 there. In the other seven regions (the Netherlands, Germany, Poland, Canada, Singapore, India and Australia) the prices are the ones in the table.
How much RAM: players and mods
Project Zomboid's server runs on Java, and its memory use grows with three things: how many players are online, how far apart they are, and how many mods you load. Each player keeps the area around them loaded, so four players in four different towns need more memory than four players in one base. Workshop mods and map mods add to that, and a long wipe tends to need more than its first week as players spread out over the map.
| Your server | RAM | Our plan |
|---|---|---|
| A small group on vanilla or a few mods | 4 GB | Small, €4.00 |
| A real Workshop mod list and a bigger group | 6 GB | Medium, €6.00 |
| Heavy modpacks, extra map content or more players | 8 GB | Large, €8.00 |
| Heavy modpacks with a large community | 12 GB | Extreme, €11.80 |
Start with the row that fits your mod list, not your hopes for the server, and watch the memory figure in the panel during a busy evening. If you run the server on your own machine instead, set its memory in the start script: the PZwiki dedicated server page notes that StartServer64 asks for 16 GB by default, and that the server fails to start with memory errors if you don't change the -Xms and -Xmx values to what you have.
What to check before you rent
- Build 42 and legacy41. A Build 41 world only runs on the legacy41 branch, and every player has to be on the same branch as the server. Our servers run the current stable branch; ask us before you order if you need legacy41.
- Workshop mods. On our Project Zomboid hosting you add Workshop and mod IDs in the panel, and the mods download when the server starts. If players then get kicked with "File doesn't exist on the client", our fix for that error goes through the causes.
- File access. You will want to edit the server's
.ini, its SandboxVars file and the spawn regions file. On our servers you reach them through the panel's file manager or over SFTP. Our Build 42 map guide shows what goes in the spawn regions file and theMapline. - Backups. The server can make its own backups (
BackupsCount,BackupsOnStartandBackupsOnVersionChangein the.ini). On Space-Node, the backups you make in the panel are manual, and daily automatic off-site backups are an add-on at checkout, €5.00 a month on 25 October 2026. - Location and hardware. We run Project Zomboid in nine regions: the Netherlands, Germany, Poland, Canada, USA (California), USA (Virginia), Singapore, India and Australia. Servers run on a Ryzen 9 3900X-class CPU in Europe, Canada and India, a Ryzen 9 7950X3D in the USA and a Ryzen 9 5950X in Singapore and Australia, and in every region the CPU is shared with the other servers on the node. Every plan has NVMe storage and DDoS protection.
Moving an existing world to a new host
- Keep the server name. Every file of a Project Zomboid server is named after it,
servertestby default. - Copy the world. The world lives in a folder with the server's name in
Zomboid/Saves/Multiplayer. - Copy the settings. In
Zomboid/Servertake the.ini,_SandboxVars.lua,_spawnregions.luaand_spawnpoints.luafiles with the server's name, and take the file with the same name fromZomboid/db. - Match the build. The new server has to run the same build as the old one. A Build 41 world can't be converted to Build 42.
If you'd rather not do it yourself, our checkout has a server migration add-on for a one-time €15.00, and we move the server and its files for you.
Running it yourself instead
The dedicated server is free to install with SteamCMD: app_update 380870 validate, or app_update 380870 -beta legacy41 validate for Build 41. It needs UDP ports 16261 and 16262 forwarded, and the PC has to run whenever anyone wants to play. In the .ini, PauseEmpty=true stops game time while nobody is online, and WorkshopItems and Mods hold your mod list. Moving a running server from Build 41 to 42 has its own pitfalls, and our Build 42 update guide goes through them in order.
FAQ
Does Project Zomboid Build 42 have multiplayer? Yes. Multiplayer has been part of the stable branch since Build 42.20 on 29 July 2026, and 42.21 followed on 28 September 2026.
How much RAM does a Project Zomboid server need? About 4 GB for a small group on vanilla or a few mods, 6 GB for a real Workshop mod list, 8 GB for heavy modpacks or extra map content, and 12 GB for heavy modpacks with a large community. Players spread out over the map and long wipes push the number up.
How many players can a Build 42 server have?
The 42.20.3 hotfix added "support for up to 254 players". The MaxPlayers setting in the server's .ini decides your actual limit and is 32 by default.
Can I run Build 41 on a rented server? Yes, on the legacy41 beta branch, as long as every player switches to the same branch. Build 41 saves don't load in Build 42. On Space-Node, ask us before you order.
Can I use Java mods on a Project Zomboid server? The Indie Stone only supports Lua mods. Its note of 21 October 2026 says Java mods "will be fundamentally broken" by updates, so they are a poor fit for a server that updates with the game.
Which ports does a Project Zomboid server use? UDP 16261 and UDP 16262, the direct connection port. A host sets these up for you; at home you forward both on your router.