Rent a high-performance 7 Days to Die server on fast hardware. Instant 60-second setup, free mods, always-on DDoS protection and 24/7 support — from $17.99/mo.
ONLINEEvery plan includes DDoS protection, NVMe storage, one-click mods and 24/7 support. Upgrade or downgrade anytime — no setup fees.
Prices in USD. * Slots are performance-based, not licence-capped. 7-day money-back guarantee.
Premium hardware, real protection and a control panel built for gamers — not sysadmins.
Your server is online in under 60 seconds — pick a plan, pay, play. No waiting, no manual config.
Always-on, multi-Tbps filtering on every plan and location keeps your world online through any attack.
High-clock AMD Ryzen cores and NVMe SSD storage deliver zero-lag tick rates and fast world loads.
Frankfurt, Amsterdam, Paris, Warsaw, Stockholm, Milan and Madrid — host close to your players for low ping.
Install modpacks and plugins straight from the control panel — no files, no fuss.
Real humans on live chat and tickets, with a 7-day money-back guarantee on every plan.
Almost every 7 Days to Die server decision lives in serverconfig.xml, and since V3.0 “Dead Hot Summer” (June 2026) the gameplay half of that file works differently. Legacy properties such as GameDifficulty, BloodMoonFrequency, LootAbundance and DropOnDeath were folded into a single SandboxCode. You build the rules in the in-game Sandbox Options menu, copy the generated code and paste it into the config. V3.1 later split enemy and animal density into day and night values, and The Fun Pimps told admins to re-check their preset codes, because a code in the old format can fall back to defaults.
The second decision is who joins. Since V2.0, PS5 and Xbox Series players can connect to dedicated servers, but only to unmodded ones that pass the crossplay checklist (ServerAllowCrossplay, EACEnabled, IgnoreEOSSanctions and a set of gameplay ranges). A PC-only group can ignore that list and run code mods with EAC off. Then there is update day: V3.3.0 went stable on 5 October 2026, and players on a different Steam branch than the server cannot connect. V3.0 also added a server command that resets every unprotected chunk, handy for restocking a looted map mid-save.
Starter's 6 GB suits Navezgane or a modest random world for a small group. Plus's 10 GB leaves headroom for a larger generated map and a higher zombie cap, and Pro's 14 GB is the plan for big worlds running an overhaul. The server deploys in about 60 seconds on high-clock AMD Ryzen cores and NVMe storage, and the config editor and file manager keep serverconfig.xml one click away.
Mods arrive as modlets in the server's Mods folder: XML patches (set, insertafter and the other patch types) applied on top of the game's own config files. Code mods are a separate tier. HarmonyX ships with the game, and since Alpha 20 clients load mod DLLs only with Easy Anti-Cheat disabled, so EACEnabled goes to false and every player launches without EAC. Install modlets and overhaul mods with the one-click installer or upload them over SFTP, and check which game build each one targets before you update the server.
Your 7 Days to Die server comes with the full GGameHost panel. Click through to see what you get.
Five steps, about two minutes. No command line, no port forwarding.
Choose the 7 Days to Die plan that matches your group. Starter suits a small private world; you can upgrade in one click later without losing anything.
There is nothing to install and no server to configure by hand. Payment goes through and your machine provisions itself in under a minute.
Your login is the email you signed up with. The panel shows live CPU and RAM, a real console, and one big Start button.
Pick your version, set the slots and allocate 6–12 GB. Mods and plugins install from the panel — no FTP, no config files by hand.
Copy the address from the panel and send it to your group. Plans here run 4–16 slots. That is the whole job — the server stays online whether or not you are.
Seven European locations, each with always-on DDoS protection and NVMe storage.
Pick the city closest to most of your 7 Days to Die players and tell us when you order — we deploy your server there.
See all locations →7 Days to Die is a Heavy-class game. For a smooth experience we recommend 6–12 GB RAM, scaling with player count and mods. CPU clock speed matters most for tick rate — our high-clock AMD Ryzen hardware keeps 7 Days to Die fast even under load, and you can upgrade in one click as your community grows.
The Fun Pimps publish a checklist of configuration settings a dedicated server must meet to be compatible with consoles. Their post states explicitly that PC players will be able to play on the servers regardless of the settings, while console players will not.
Two of those requirements shape the plan you pick: a crossplay-compatible server is limited to a maximum of 8 concurrent players, and Easy Anti-Cheat has to stay enabled. If you are running a PC-only group, neither constraint applies. The full checklist and the valid value ranges for the other settings are covered in our setup guide.
A community crossplay setup guide on wiki.7d2d.net states that any mod on the server disables crossplay, because console clients cannot load PC-side modlets. The guide adds that a modded server may still accept PC connections but will not accept console connections cleanly. Treat that as community documentation rather than an official requirement — but plan the server around it: a mod list and console players are effectively mutually exclusive.
The system requirements published on the Steam store page describe the game client. The dedicated server is a separate Steam application, so those figures are not a sizing guide for a server. Three configuration values matter more than the slot count:
ServerMaxPlayerCount sets the maximum concurrent players and defaults to 8.MaxSpawnedZombies is a single cap covering the entire map, and the configuration file singles it out as a setting with a major effect on performance.GameWorld and WorldGenSize decide whether you run an existing map such as Navezgane or a randomly generated world at a chosen size — picked independently of how many players connect.Two servers with the same slot count can therefore represent different workloads. Size from the zombie cap and world size you intend to run, not from the player number alone.