Squad

Staging — awaiting client validation

Local server startup, five-minute stability, and configuration persistence on restart are the evaluation scope. Public networking, relay access, player joining, server-browser discovery, and gameplay remain unverified.

Swarm Hosts offers the native Linux runtime for evaluation. Read Staging games before inviting players.

Requirements

Start with 4 CPU cores and 8 GiB memory on a Linux host with fast storage and enough free disk for server downloads, generated worlds, and backups. These are evaluation allocations, not a maximum-player performance promise. Downloads and initial world setup may take several minutes.

Launch and settings

  1. Choose Squad from Staging and select a suitable host.
  2. Read the settings below and use a new disposable test deployment.
  3. Leave a generated private credential blank to create a unique value when that option is offered.
  4. Launch, inspect startup logs, and monitor resources before attempting a client connection.

Local acceptance uses the actual native game process and its game-listener startup message. The Steam A2S query did not respond in this evaluation; query reachability remains unproven. Set the server name, player limit, optional join password, and private admin credential. The default is sixteen player slots. Admin configuration uses loopback and no public admin route is offered; game-specific administration remains unverified. This is an unlicensed server. Official server-browser licensing is a separate publisher process; no licensed-server status is claimed.

The internal routes are 7787/UDP for gameplay and 27165/UDP for queries, 15000/UDP for the current EOS beacon, and supporting Steam UDP routing shown on the server page. Share the assigned public player endpoint shown on the server page. Container ports can differ from public relay ports. See Relays and Port Forwarding. Private administration services are not player routes.

Connect

Look under Custom Servers in the PC browser. The publisher documents that unlicensed servers use this category. A license is required for the primary server browser. See the publisher guidance. Check the reported server version before selecting a client; the template does not promise that a later download has the same build as the staging test.

Persistent data and backups

The persistent storage root is /serverdata. Keep generated configuration and saves together when moving the deployment. The restart check covers initial server artifacts; no player progression or restored backup has been certified. Take an independent backup and restore it into a disposable deployment before trusting a valuable world. See the user guide.

Server Actions

Game-specific Server Actions are unavailable during staging. Platform start, stop, restart, settings, files, logs, monitoring, and backups remain subject to the game and your permissions. Their presence does not certify a game-side administration effect or successful backup restoration.

Mods & Content

Managed mod installation is unavailable. Workshop maps and version matching require a separate manual test. Preserve a backup before modifying server files and repeat connection and persistence checks after a change.