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Servers
Spin up, monitor, and tune every Project Zomboid server you run.
weekend-run
louisville-hc
Know which mods fight before your server crashes.
Every Workshop mod you install is downloaded, parsed, and scored against your whole mod set. You see overlapping files, shared Lua symbols, and conflicting event hooks as a traffic-light risk, with the exact file paths and function names behind every score.
We pull every mod
SteamCMD downloads each Workshop item into our cache as soon as you add it. Deduplicated, content-hashed, stored once per version.
Files + Lua AST
We walk the archive, hash every file, and parse each Lua module for declared functions, globals, and Events.X.Add(...) hooks.
Pairwise scoring
Each new mod is compared against every other mod in your set. Same-path overrides (+50), critical paths (+40), symbol collisions (+20/+15/+10).
Risk, live
A traffic-light badge per pair, aggregated into an overall risk. Open the matrix to scan a 50-mod server in one glance, click a cell for reasons.
Built for Fast Triage & Diagnostics
Mod conflicts are detected via static Lua and file AST analysis. Low risk does not guarantee 100% runtime compatibility, while high-risk mods often coexist peacefully with proper load order. The primary goal is effortless troubleshooting: when a heavily modded server fails to boot, you know exactly which conflicting mods to isolate and test first.
Mod compatibility
Automatic conflict detection based on file overlap and Lua analysis.
Conflict matrix
| Mod | Brita's Weapon Pack | ORGM Rechambered | True Music | Tsar's Common Library | Superb Survivors |
|---|---|---|---|---|---|
Brita's Weapon Pack | |||||
ORGM Rechambered | |||||
True Music | |||||
Tsar's Common Library | |||||
Superb Survivors |
Waiting for the first conflict...
Reasons appear the moment two mods touch the same files.
Everything your group needs, nothing it doesn't.
A focused set of tools built for Project Zomboid, so you can spend your time surviving, not configuring.
Instant deployment
Create a server in one click. The control plane provisions, pulls the runtime, and hands you a joinable IP.
Workshop mod management
Browse, install, and reorder Workshop mods from the panel. No INI files, no server restarts to retry.
Mod Compatibility Engine
Every mod gets parsed + scored against the rest of your set. Conflicts surface as a traffic-light risk before they crash your world.
Command control center
Run any RCON command with autocomplete on the exact surface your running build exposes. Everything audited per user.
Live player management
Kick, ban, whitelist, and teleport from a live roster. Every player action is logged for moderation audit.
Isolated infrastructure
Each server runs in its own isolated container. No noisy neighbours on your save.
Create, start, stop from one panel.
Provision a new world, swap the map, change the player cap. No shell access, no config files.
- One-click create, restart, and shutdown
- Editable settings without touching servertest.ini
- Boot-phase progress: downloading mods, generating world, loading mods
weekend-run
Real-time resource visibility.
CPU, RAM, and player count stream into the panel over a WebSocket. No refresh, no delay.
- Per-server CPU + RAM usage graphed live
- Current online players with join/leave timeline
- Event history: starts, crashes, backups, mod installs
Live metrics
streaming- player alice_z joinednow
- autosave: 2.1 MB12s
- Britas Weapons install complete1m
Run RCON commands without an RCON client.
The panel parses every command your server exposes (including mod-added ones) and autocompletes the arguments.
- Autocomplete for every RCON command on the running build
- Command history and audit log per user
- Server broadcasts, save, additem, servermsg, all one click away
Command console
RCON · liveEvery command your server supports, one box. Full audit trail per user.
See who is online. Act on it.
A live roster of connected players with one-click kick, ban, whitelist, and teleport actions.
- Live player list with Steam IDs and playtime
- Ban, kick, whitelist, and teleport from the roster
- Player action log for moderation audit
Players
3 online- alice_z7656119800000001214h 22m
- brian.c765611980000000453h 08m
- carlo_k7656119800000008942m
- dana_rd765611980000001031h 11m
Know which mods fight before your server crashes.
Every Workshop mod is downloaded, parsed for file overrides and Lua symbols, and scored against your whole mod set.
- Traffic-light risk per mod pair (LOW / MEDIUM / HIGH)
- Concrete reasons: overlapping files, shared functions, event hooks
- Matrix debug view scales from 5 to 500 mods
Mod compatibility
5 mods analyzedPick a plan. Choose your build when creating a server.
Every plan runs both Project Zomboid builds - Build 42 (Official) and Build 41 (Legacy). Pick your tier now and choose the game version per server at creation time.
- Up to 2-4 players
- 1 server
- Workshop mods, no hard cap
- Daily automatic backups
- Standard priority
Technical details▾
- Memory
- 8 GB
- vCPU
- 2
- Storage
- 40.0 GB
- Up to 4-8 players
- 1 server
- Workshop mods, no hard cap
- Automatic backups every 12 h
- Standard priority
Technical details▾
- Memory
- 12 GB
- vCPU
- 3
- Storage
- 60.0 GB
- Up to 8-12 players
- 2 servers
- Workshop mods, no hard cap
- Automatic backups every 6 h
- High priority
- Priority network
Technical details▾
- Memory
- 16 GB
- vCPU
- 4
- Storage
- 100 GB
- Up to 12-16 players
- 3 servers
- Workshop mods, no hard cap
- Automatic backups every 3 h
- Highest priority
- Priority network
Technical details▾
- Memory
- 24 GB
- vCPU
- 6
- Storage
- 200 GB
Heads up: player counts assume vanilla or light mods. Heavy mods (large maps, vehicle packs, NPC AI overhauls) may reduce the supported player count by 30-50%.
Prices in USD. Taxes may apply based on your region.
Frequently asked questions
If something isn't covered here, reach out, we'd rather answer it directly than guess.
Once you pick a plan and name your world, the server is usually joinable within a minute. The first boot takes a little longer than subsequent starts because the Project Zomboid runtime has to generate the world.
Build 42 is the official release, with new world systems, 3D lighting, crafting overhauls, and animals. Build 41 is the legacy release with the mature mod ecosystem and lower resource needs. Every plan runs both builds - you pick the game version per server at creation time. Saves, mods, and maps do not migrate between the two: a different build means creating a new server on it.
Yes. All plans include mod installation directly from the panel. Search the Workshop, pick a mod, and the platform resolves the WorkshopIDs, ModIDs, and load order for you. Note that most Build 41 mods do not work on Build 42 and vice versa - the panel filters Workshop results by your server's build.
No. The panel is designed so you never touch servertest.ini, a Docker command, or a port-forward rule. If you can use a normal web app, you can run a server here.
Yes, at any time. Plan changes keep every world, mod list, and backup intact - only the resource caps and limits change, and the change applies on the next server restart.
Each server has its own isolated storage volume on the host it runs on. Backups (on plans that include them) are written to object storage separate from the game host.
Yes. There is no contract. Subscriptions are billed monthly and you can cancel from the billing page at any time.
Honest answer: it is the cheapest abuse signal that does not also block legitimate users. We do not ask for a credit card on the trial, so we need some way to confirm a real human owns Project Zomboid. Steam ownership is the gate; we do not post on your behalf, we do not store more than your public profile data, and you can unlink any time after a paid plan starts.
Trials run on the Riverside plan. You get a 24-hour grace window where the server is paused but the save is preserved verbatim. Upgrade to any plan in that window and the same world resumes. Wait longer and we archive the save for 30 days; upgrade in that period and we restore it automatically.
Ready to start your server?
Create an account and you'll be in the panel in under a minute. No card required to sign up.



