This is how you hosted.

Launch your Project Zomboid server in seconds. No setup, no port forwarding, no headaches.

Build 42 (Official)+Build 41 (Legacy)supported

No credit card required to create an account.

pzstack.com / dashboard

Servers

Spin up, monitor, and tune every Project Zomboid server you run.

Plan usage
Rosewood
Servers
3 / 4
RAM
14 GB / 16 GB
Mods
12 / 100
Live usage
streaming
Players
18
CPU
38%
RAM
4.3 GB

weekend-run

running
Rosewood
Muldraugh, KY
185.42.23.14:16261
6 / 8 players

louisville-hc

running
Westpoint
Louisville, KY
185.42.23.22:16271
12 / 32 players
Recent activity
live
Mod Intelligence Engine

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.

01

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.

02

Files + Lua AST

We walk the archive, hash every file, and parse each Lua module for declared functions, globals, and Events.X.Add(...) hooks.

03

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).

04

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.

Analyzing...Analyzing 0/50/5 mods analyzed
Downloading mods + extracting Lua... the pair list populates as each mod finishes.

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
lowmediumhigh0 conflicts across 0/5 mods

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.

Server control

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

running
Map
Muldraugh, KY
Players
6 / 8
RAM
3 GB
Boot progressready
Live metrics

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
CPU
35%
RAM
3.0 GB
Players
5 / 8
Recent events
  • player alice_z joinednow
  • autosave: 2.1 MB12s
  • Britas Weapons install complete1m
Command Control Center

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 · live
>servermsg"Restarting in 5m"
Message broadcast to 6 players.

Every command your server supports, one box. Full audit trail per user.

Player management

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_z
    76561198000000012
  • brian.c
    76561198000000045
  • carlo_k
    76561198000000089
  • dana_rd
    76561198000000103
kickbanwhitelistteleportlogged in player-actions audit
Mod Compatibility Engine

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 analyzed
High risk · 851 high2 medium2 low
Britas Weapon Pack↔ORGM Rechambered
high · 85
Britas Weapon Pack↔Superb Survivors
medium · 55
ORGM Rechambered↔Superb Survivors
medium · 45
Reasons: shared Lua events, same-path overrides, critical-path files.
Pricing

Pick 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.

Riverside
$14.99/mo
  • 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
Most popular
Rosewood
$21.99/mo
  • 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
West Point
$29.99/mo
  • 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
Louisville
$44.99/mo
  • 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.