server setup

Sunkenland Dedicated Server Setup 2026: The "Make Your World First" Trap

Sunkenland's dedicated server is easy to install and surprisingly easy to get stuck on - because of two behaviors no host marketing page warns you about. You can't create a world on the server, and there's nothing to port-forward. Here's the honest setup, including the step everyone misses.

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The two traps up front

Sunkenland is a post-apocalyptic ocean survival game - think Waterworld: build a base on the reefs, scavenge, defend against pirates. It is a co-op game for a small group, and that niche-but-active profile is exactly why most "how to host" pages are thin and identical. Two non-obvious behaviors cause almost every setup headache:

  • You cannot create a world on the dedicated server. The server only loads an existing world. You must generate and configure the world in singleplayer on your own PC first, then move it to the server.
  • There are no ports to forward. Sunkenland uses Steam Datagram Relay (SDR), so there is no IP:port and nothing to open on your router. Players join with a ServerID.

Get those two right and the rest is routine. Miss either and you get a server that boots into nothing, or players who "can't connect" when nothing is actually wrong with your network.

Step 1: build your world in singleplayer

This is the step that is missing from most guides and the one that wastes the most time. The dedicated server has no world-generation of its own.

  1. Launch Sunkenland normally on your own PC.
  2. Start a singleplayer game and configure the world exactly how you want the server to run it - map, difficulty, and any world options.
  3. Play far enough to ensure the world is saved, then quit.
  4. Locate the saved world files. These are what you will copy onto the server in the next step.

Think of the server as a world host, not a world creator. Whatever you do not set up here, you cannot set up later from the server side.

Step 2: install the server with SteamCMD

The Sunkenland dedicated server is a separate Steam app from the game, and you must own Sunkenland to pull it:

  • Game: app 2080690
  • Dedicated server: app 2667530

The flow:

  1. Install SteamCMD and download app 2667530 into a server directory (you need an account that owns the game).
  2. Copy the world files you created in Step 1 into the server's world location.
  3. Set the server's startup arguments - server name, the world to load, password, and player cap.
  4. Launch the server. Because of SDR, you are not opening firewall ports for the game itself.

The community guides from LOW.MS and others cover the argument syntax; the part they tend to under-emphasize is that the world has to come from Step 1.

Step 3: the ServerID join flow (no ports)

This is where Sunkenland diverges from a normal dedicated server. With Steam Datagram Relay handling the connection, there is no IP:port to share and nothing to port-forward. Instead:

  • The server has a ServerID.
  • You give that ServerID to your players.
  • They enter it in-game to connect - SDR routes the traffic.

The upside: the single most common dedicated-server failure ("I forwarded the port and people still can't join") simply does not exist here. The downside: if you are used to handing out an IP, the ServerID flow feels unfamiliar, and a few players will need to be told where to paste it.

Players and sizing

Sunkenland is a small co-op game, so do not over-build the box.

SettingReality
Player capAround 15 (some sources say 14); designed for 8-16 player sessions.
RAMA modest amount is plenty for a group this size - it is not an Empyrion-class RAM hog.
CPUA couple of solid cores; survival sim tick, not a heavy simulation like Stationeers.
NetworkingSDR-relayed - no port forwarding, ServerID join.

The cap is the headline: this is a friends-group server, not a public 50-slot world. Size for ~15 and you are done. For how this stacks against other survival servers, see our game server RAM and sizing guide.

Self-host vs rent

  • Self-host. Cheap and reasonable for a 15-slot co-op server, especially since SDR removes the port-forwarding hassle. You own the world-prep step and backups.
  • Managed hosts. A handful of providers list Sunkenland (LOW.MS, XGamingServer, Survival Servers among them). Renting is fine, but confirm the host actually walks you through the "build your world in singleplayer first" step - if their flow assumes the server makes the world, you will hit the same trap on their panel.

Either way, keep a backup of your world files off the server - they are the irreplaceable part, and the server will not regenerate them. For the broader hosting decision, see dedicated box vs VPS vs cloud game servers.

FAQ

Can I create a new world directly on a Sunkenland dedicated server?
No, and this is the gotcha that trips up almost everyone. The server only loads an existing world. Build it in singleplayer on your own PC, save, quit, then move the world files onto the server. Skip this and the server has nothing to load.
What ports do I need to forward for Sunkenland?
None, in the usual sense. Sunkenland uses Steam Datagram Relay, so there is no port to forward and no public IP to hand out. Players connect with the server's ServerID instead.
How do players join a Sunkenland server?
By ServerID, not by IP. Because SDR handles the networking, you share the ServerID and players enter it in-game. There is no IP:port step.
How many players does a Sunkenland server support?
Around 15 (some sources list 14); designed for roughly 8-16 player sessions. It is a co-op group server, not a large public one.
Do I need to own Sunkenland to run a dedicated server?
Yes. You need to own it on Steam to download the server via SteamCMD, and to create the world the server will load on your own PC. There is no fully anonymous server-only path.