25% off first month — DMC25
DedicatedMC

Project Zomboid Server Hosting
Built to Outlast the Horde

A dedicated 24/7 Knox County that keeps running whether you are online or not. Full control over servertest.ini and the sandbox ruleset, Steam Workshop mods with proper load order, and backups that make permadeath survivable.
Panel

Project Zomboid punishes downtime and weak hardware in equal measure. Your world keeps simulating whether or not anyone is logged in, and a high zombie population across a busy map leans hard on a single CPU core. DedicatedMC runs your server on high-clock hardware so the tick holds steady, gives you full access to servertest.ini and the sandbox ruleset, installs Steam Workshop mods with the load order you set, and backs up your save automatically so permadeath stays a story and not a disaster.

A dedicated Knox County that never logs off

The point of a hosted Project Zomboid server is a persistent world. Run it on a dedicated 24/7 instance and the save keeps ticking around the clock, so a friend in another timezone can log in, tend the base and log out without anyone needing to host from their own machine. Crops keep growing, generators keep burning fuel, and the world your group has built stays exactly where you left it.

Zomboid is heavier to host than it looks. The simulation — zombie pathing, sight and hearing checks, item and vehicle state across loaded cells — runs largely on a single thread, so single-core clock speed matters far more than a big core count. That is exactly the load that spikes when you crank the population multiplier or a crowd gathers on a helicopter event, and it is where oversold budget nodes start to fall behind the tick. We run on high-clock hardware for that reason.

Everything is driven from our in-house panel. You edit servertest.ini and your sandbox settings directly through the file manager, manage the live console, add a whitelist and schedule restarts without touching a command line — the same panel our Minecraft and Rust customers use, adapted to how Zomboid actually runs.

Why host Project Zomboid with DedicatedMC

Clock speed for a heavy tick

High-frequency cores and NVMe storage keep the simulation on pace when a high zombie population and a busy map would drag oversold hardware behind the tick.

Full servertest.ini and sandbox access

Every population, loot, XP and safehouse value is yours to edit in the file manager — no locked presets, no waiting on a ticket to change a multiplier.

Steam Workshop mods, ordered

Add Workshop and mod IDs, set the load order, and restart to pull them. Editing both lists directly means dependencies load in the right sequence.

Backups, whitelist and DDoS protection

Automatic offsite save backups, whitelist access control, enterprise DDoS filtering and 24/7 Discord support from the team that runs the platform.

Tuning the sandbox and mod list

Start with the sandbox settings, because a few of them are effectively permanent once a world is generated. Decide on your zombie population multiplier, their speed and senses, loot rarity and the XP multiplier before your group commits real hours to a save — turning the map into a nightmare later is easy, but undoing a world-defining choice usually means a fresh start. Set the survival-focused values, like starting conditions and respawn behaviour, to the pace your group wants.

For mods, add each Workshop ID and its matching mod ID to servertest.ini and restart so the server subscribes and downloads them. Add mods a few at a time and confirm the world still loads cleanly before piling on more, and keep dependency mods ahead of the mods that need them — load order is the single most common reason a Workshop mod fails to appear. Map mods in particular want to be ordered carefully so their cells slot in around the base map.

Once the ruleset is set, run the server whitelisted if it is private, set your safehouse rules, and schedule a nightly backup so a wiped base is a rollback rather than a lost campaign. If you are moving from a local co-op host or another provider, our automated importer brings your existing save and mod list across for you.

Customer Reviews
Trusted by thousands of server owners
Don't take our word for it — here's what our customers say on Trustpilot.
Free Service

We'll migrate your server for free

Switching hosts is a pain — so we handle it for you. Share your SFTP details and we'll move everything across at no extra cost.

01

Open a ticket

Join our Discord and open a migration support ticket. Tell us where you're hosted and what you need moved.

02

Provide SFTP access

Share your current host's SFTP or FTP credentials. We'll zip your files and transfer everything across — worlds, plugins, configs.

03

Enjoy your server

We'll notify you once migration is complete. Log in, verify everything looks right, and you're good to go.

Project Zomboid Hosting Questions

Where do I change the sandbox settings — zombie population, loot and XP?

Those live in your sandbox settings, applied per world when it is first created and editable afterwards through the panel's file manager. You control zombie population multipliers, their sight, hearing, speed and respawn behaviour, loot rarity, and the XP multiplier that sets how fast survivors level skills. Some values only take effect on a fresh world, so decide on the harder-to-change ones — like population and map — before your group sinks hours into a save.

How do I install Steam Workshop mods, and does load order matter?

Add each mod's Workshop ID to the WorkshopItems line and its mod ID to the Mods line in servertest.ini, then restart so the server subscribes and pulls them. Order does matter: mods load in the sequence you list them, so a mod that depends on another has to come after it. Getting a dependency out of order is the usual cause of a mod silently failing to load.

How many players can a Project Zomboid server hold?

There is no hard cap in the software, but Project Zomboid is CPU-bound and every connected player adds simulation load. A small friends-group server runs comfortably; large public servers with dozens of players need real single-thread headroom to avoid the tick falling behind. We run on high-clock cores for that reason, and upgrades are pro-rated so you can scale as your player count grows.

Can I set up safehouses and a whitelist?

Yes. Safehouse rules are part of the sandbox and server config — you decide whether players can claim safehouses, how long they must survive first, and whether members share them. For access control you can run the server whitelisted so only approved accounts connect, managing the player list from the console or config.

Are backups automatic, and can I roll back a save?

Automatic offsite backups run on a schedule, and because the whole world save is captured you can roll a save back if a horde wipes a base or a bad mod update corrupts something. Project Zomboid saves are permanent by design, so a working backup is the difference between a setback and losing the whole playthrough.

Why does my server lag when the map fills with zombies?

Zombie simulation is the heaviest thing a Zomboid server does, and a high population multiplier across a busy area means far more entities to path and update every tick. That work lands on a single core, so raw clock speed is what keeps the tick rate steady. If you have pushed population high, expect to want more CPU headroom than a quieter sandbox needs.

Need more help?

Can't find your answer in the docs? Join our Discord and open a ticket — we're on 24/7.