Cloud Hosting
Managed Zomboid cloud servers with instant deploy
- β1-click Build 41 / 42
- βWorkshop auto-sync
- βCustom map support
- βSave auto-backups
- βWeb panel & FTP
Ryzen 9 hardware tuned for Project Zomboid's Java-based server loop. 1-click Build 41 stable and Build 42 installs, Steam Workshop collection auto-sync for server-side mods, full sandbox + custom map support, RCON, save auto-backups every 15 minutes, and DDoS protection. Deploy a 32-slot Zomboid server in under 60 seconds.
Zomboid's Java server loop is single-thread-bound, and modded playthroughs with Brita's + ORGM + Superb Survivors + Expanded Helicopter Events push both CPU and RAM hard. We've built our stack for admins running serious apocalypse playthroughs, not just default Muldraugh with the default 30-day sandbox.
Zomboid's main tick loop is single-threaded β zombie pathfinding, loot respawns, and world streaming all hammer one core. Ryzen 9 7950X at 5.7 GHz boost keeps the chunk-stream smooth even at full 32 players with dozens of mods active.
Vanilla 4-player save sips 4-6 GB. Heavy modded (50+ Workshop mods, NPC mods like Superb Survivors, custom maps): 12-16 GB. Build 42 + modded is even hungrier. Our plans start small and scale β no overpaying at day 1.
Build 41 (the long-stable branch most community mods target) and Build 42 (the big update with crafting overhaul, animals, basements). Switch between them in one click β Build 42 is the default for new launches, Build 41 stays available for mod-dependent playthroughs.
Paste a Steam Workshop collection URL β we download every mod, configure WorkshopItems and Mods in servertest.ini automatically, and match client versions for your players. Auto-update on restart so a Workshop mod patch doesn't break your save at 3 AM.
Raven Creek, Bedford Falls, Eerie Country, Louisville expansion maps, New Denver, Fort Redstone β all the community favorites drop in as Workshop entries. Our panel handles the Map= ordering correctly so maps layer without conflict.
Zomboid's built-in RCON enabled by default with a secure password in the panel. Full admin command set β voiceban, teleport, chopper, gunshot, servermsg. Web console for live command-line admin without opening a terminal.
Zomboid writes saves continuously; on top of that we snapshot the full world directory every 15 minutes with 30-day retention. Rollback from the dashboard in 30 seconds when a friend punches into a zombie horde and loses everyone's gear, or a mod update corrupts the map.
Layer 3/4/7 mitigation on every plan. Zomboid's UDP multiplayer gets targeted occasionally (especially PvP / faction servers) β our filters absorb whatever comes at the edge. Your apocalypse survival session stays smooth.
Live chat, Discord, and tickets β staffed by people who know what servertest.ini, sandbox vars, and "Superb Survivors won't spawn" look like. No first-line script readers asking if you've tried reinstalling Java.
Four ways to launch your Project Zomboid server β from fully managed cloud hosting to a hand-built heavily-modded community assembled by our team.
Managed Zomboid cloud servers with instant deploy
Root-access VPS for heavy modded Zomboid
Bare-metal for 32+ slot modded communities
We build, install, and launch your Zomboid server for you
1,400+ Project Zomboid servers running on Fatality. Here's what keeps them here.
Modded playthrough for 6 friends running 70+ Workshop mods including Brita's, ORGM, Authentic Z, and Superb Survivors. Workshop auto-sync meant zero manual mod wrangling β uploaded the collection, restarted, everyone connected with matching versions. 8 months in, still alive.
Build 42 launch day β spun up the server 30 minutes after B42 went stable, imported our save, patched to the new build. Auto-backups saved us once when a mod I thought was B42-compatible corrupted half the map. Rollback in under a minute.
Raven Creek + Louisville expansion + 40 mods, 16-slot public-whitelisted community. Custom maps stacked correctly in the load order (thanks to the Fatality support team for sorting that out), sandbox is dialed in, and the server's held through three mod updates without desyncs.
The questions admins actually ask before spinning up a dedicated Project Zomboid server.
Build 42 is the newest stable (crafting overhaul, animals, basements, new map regions) and is the default for new launches. Build 41 is the long-term stable that most community mods still target β if your modpack isn't B42-compatible yet (many popular mods took 6+ months to port), stay on B41. Both are 1-click installs and you can switch anytime.
Full support. Paste a Workshop collection URL into the control panel β we download every mod, configure WorkshopItems + Mods in servertest.ini, match client versions for your players, and auto-update on each restart. Optionally pin mod versions to prevent updates from breaking saves.
Yes. Superb Survivors, Subpar Survivors, and newer NPC mods work on our servers. Note: NPC mods are CPU-intensive β we recommend Ryzen 9 hardware and 8+ GB RAM allocation for servers running them. NPCs are Build 41 focused; Build 42 NPC support is still catching up in the mod community.
Yes. Raven Creek, Bedford Falls, Eerie Country, Louisville expansion, New Denver, Fort Redstone, Petroville β all community maps work as Workshop entries. The panel handles the Map= load order correctly so maps layer without conflict. Custom map support is identical on Build 41 and Build 42.
32 is the default soft cap. You can push higher (64+) via config edits and CPU headroom, but PZ's performance falls off significantly past 32 on heavy modded servers due to single-thread limits. Most admins run 16-32 slots for a solid experience. Vanilla supports more; modded with NPCs recommended 8-16.
Yes. Upload your save directory (from %USERPROFILE%\Zomboid\Saves\Multiplayer\ or the singleplayer save if converting to multiplayer) via SFTP, configure servertest.ini to match, and restart. Works for both Build 41 and Build 42 saves β just match the build version.
Full sandbox customization via the in-panel sandbox editor β zombie count, loot respawn, zombie speed/toughness, day length, water/power shutoff timers, meta events, helicopter events, all the Apocalypse / Builder / Survivor / Survival preset variants. Custom SpawnPoints supported for custom maps.
AMD Ryzen 9 7950X at 5.7 GHz boost, DDR5-5200 RAM, Enterprise NVMe Gen 4 SSDs. Zomboid's Java server loop is single-thread-heavy and chunk streaming is disk-IO-sensitive β we give you the fastest CPU you can rent plus Gen 4 NVMe for smooth world loading.
Yes, free on every paid plan. Send us SFTP credentials, we copy your Multiplayer/ save directory, WorkshopItems list, servertest.ini, sandbox vars, spawn regions, player DB, and banlist. Average migration is 20-40 minutes depending on save size.
Yes β add additional servers anytime, each with its own port, modpack, map, and sandbox preset. Common setup: a main community server + a private friends-only SMP + a staging server for testing mod updates before pushing to main.
Start a vanilla Muldraugh run with friends this afternoon, scale to a 32-slot modded community next weekend. Free migration on every paid plan β we'll move your save, Workshop mods, and sandbox config for you.