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Deploy Project Zomboid on Sealos

Host a persistent Project Zomboid dedicated server with Steam multiplayer, private worlds, and RCON administration.

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Deploy Project Zomboid in a few clicks from the Sealos App Store.Run a self-hosted open-source service on Kubernetes-backed infrastructure.Get automatic HTTPS, routing, and resource management from Sealos.Avoid manual YAML while keeping control of the deployed workload.

Why deploy on Sealos

Sealos makes deploying any app effortless, secure, and production-ready. From one-click launch to ongoing operations, we handle the heavy lifting so you can focus on what matters.

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One-Click Deployment

Deploy any app template in seconds. No compose setup, manual configure, and go live.

Managed Kubernetes Reliability

Built on Sealos Managed Kubernetes for high availability, auto-scaling, and self-healing by default.

Automatic HTTPS & Security

Every deployment includes a secure domain with automatic SSL. We handle certificates and text protection for you.

Persistent Storage

Attach persistent volumes with ease. Your data stays safe, durable, and always accessible.

Scale when needed

Adjust resources as your app grows, no downtime required.

You Get the Whole Stack

Sealos provisions and connects every resource your application needs. Everything is ready to use.

One-click, fully provisionedSecure by defaultProduction ready

App Service

Your application is running and ready to serve requests.

Public HTTPS URL

Secure, global endpoint to access your application.

Database

Managed database instance for your application.

Persistent Volume

Durable storage for uploads and application data.

Environment Variables

Configuration and secrets injected securely into your app.

Logs & Metrics

Centralized logs and basic metrics are enabled.

README

README.md

Deploy and Host Project Zomboid on Sealos

Project Zomboid is a multiplayer zombie survival game. This template runs a persistent dedicated server on Sealos Cloud with Steam networking, private-world access, and RCON administration.

Project Zomboid in-game screenshot showing a survivor facing a zombie horde

Official game assets from The Indie Stone: in-game screenshot on Steam and game logo.

About Hosting Project Zomboid

The deployment uses Danixu's 42.20.4-release image, which bundles Project Zomboid 42.20.4 and its Java runtime. One server owns one world; saves, player accounts, server settings, and Workshop content are stored on persistent volumes.

Sealos provisions the server, storage, and public UDP/TCP endpoints. A small initialization container configures the allocated public UDP ports so the game advertises reachable endpoints. Players connect through the Project Zomboid client; administration uses the in-game administrator account or RCON.

Common Use Cases

  • Private survival worlds: Keep a persistent world available for friends between play sessions.
  • Cooperative campaigns: Share a world with a server join password and individual player accounts.
  • World administration: Inspect connected players, save progress, and manage a world through RCON.
  • Workshop experiments: Test matching server/client mods in a dedicated world after increasing resources and storage.

Dependencies for Project Zomboid Hosting

The image contains the dedicated server and Java runtime. The template includes persistent storage and a temporary Python initialization container. Project Zomboid stores its account database and world data locally on the world volume.

Deployment Dependencies

Implementation Details

Architecture Components:

ComponentPurpose
Dedicated serverOne StatefulSet replica running Project Zomboid 42.20.4 as user 1000.
Initialization containerReads and patches only this instance's Service, then writes the allocated game ports and persistent server settings.
World volume1 GiB mounted at /home/steam/Zomboid for accounts, configuration, saves, and backups.
Workshop volume1 GiB mounted at /home/steam/pz-dedicated/steamapps/workshop for downloaded Workshop content.
Public networkingThe dedicated ${{ defaults.app_name }}-nodeport Service exposes game UDP, direct UDP, and authenticated rcon TCP endpoints, selecting the original server workload.

Configuration: The world name is sealos, the player limit starts at 4, and public server-list advertising is disabled. The initialization step owns the port, join-password, RCON, public-list, player-limit, and UPnP settings; other saved INI options are preserved. Kubernetes sends the console quit command during shutdown and allows up to 120 seconds for saving.

Verified low-load resources:

ContainerCPU limit / requestMemory limit / requestJava heap
Dedicated server100m / 10m4096 MiB / 409 MiBInitial 64m, maximum 2048m
Initialization100m / 10m128 MiB / 12 MiB

These are the lowest tested Sealos ladder tiers for an empty, unmodded world. Validation covered cold startup, administrator creation and account reuse, public Steam/RakNet queries, RCON authentication, players, persistent save, and over 60 seconds of stable operation. Gameplay and multiplayer capacity require separate sizing. Cold startup took about 21 minutes at 100m CPU and about 10 minutes at 200m CPU.

Keep one replica for each world. Increase CPU, memory, Java MAX_MEMORY, and storage for active players, larger worlds, or mods. Leave room between the Java heap limit and the container memory limit for native game libraries and other runtime memory.

Why Deploy Project Zomboid on Sealos?

Sealos provides a Kubernetes foundation with a one-click deployment flow and pay-as-you-go resources. Persistent volumes keep world data across server restarts, while resource cards expose logs, resource usage, and public network addresses.

After deployment, use the Canvas AI dialog to request changes or open the server's resource card to adjust its settings. This template keeps world ownership with a single server and supports vertical resource changes.

Deployment Guide

  1. Open the Project Zomboid template and click Deploy Now.
  2. Set admin_username and admin_password. Use ASCII letters and digits for the administrator name and a strong, single-line password. Optionally set server_password, which all joining players will need.
  3. Resource creation typically takes 2-3 minutes. After deployment, open the Canvas and wait for the server to become Running/Ready. Image download and the first game/world startup take longer; the startup probe allows up to 30 minutes.
  4. Open the server's resource card and its Networks section. Copy the public hostname and allocated external port for the game UDP entry. Keep the direct UDP endpoint enabled. Use the displayed external ports when connecting.
  5. Start a matching Project Zomboid 42.20.4 client. Open Join, add a favorite server, and enter the public hostname and the game external port. Enter a player username and password in the account fields. Enter server_password in the separate server-password field when you configured it.
  6. To administer the world, connect using the admin_username and admin_password entered at deployment. The administrator account is created during the first startup and stored on the world volume. Later administrator password changes should use the game's account-management commands; changing the deployment's bootstrap password leaves the existing account unchanged.

The game and direct Service ports appear as 16261 and 16262 inside the resource definition. Sealos assigns the external ports and the initializer synchronizes the actual game listeners with those assignments. The rcon entry maps an allocated external TCP port to the server's TCP port 27015.

Configuration

RCON administration

Retrieve RCONPASSWORD from the server's environment settings in its resource card. It is generated independently of the game administrator password and server join password. Use an RCON client with the displayed public hostname and the external TCP port from the rcon network entry. Authenticate with RCONPASSWORD, then use commands such as players and save.

Keep this RCON credential private and share player credentials separately. RCON exposes server-administration commands; use a trusted network when managing the server.

Saves, settings, and mods

Server configuration lives at /home/steam/Zomboid/Server/sealos.ini, and game data remains under /home/steam/Zomboid. Back up the world volume before changing versions or mods. To add Workshop content, configure the matching WorkshopItems and Mods settings, ensure every client uses the same content, and expand the Workshop volume for the download size.

The game binaries remain in the versioned image. Upgrade by choosing a compatible image tag after backing up the world, then verify client compatibility and the saved world before resuming play.

Troubleshooting

  • Startup takes several minutes: Inspect the logs for world initialization progress. At low CPU limits, a fresh world takes substantially longer than resource creation. Wait for readiness before joining.
  • Java heap error or OOMKilled: Increase the container memory limit and adjust MAX_MEMORY while reserving memory for native libraries. Increase CPU when startup or game commands time out under load.
  • Join fails: Verify the client version, the game external UDP port, both enabled UDP entries, and the separate account/server passwords. Copy addresses from the current deployment's Networks section.
  • Administrator login fails after changing an input: The account is persisted from first startup. Use its existing password or the game's documented account-management workflow.
  • Map metadata diagnostics: The bundled game can emit mannequin-zone and room-metaID messages matching an upstream report. This validation completed world reload, RCON operations, and saving. Keep backups and follow upstream game fixes.
  • World or mod storage fills: Expand the relevant persistent volume and review old backups before adding more content.

For image issues, use the upstream issue tracker. For game support, use the official community forums.

License

This template follows the Sealos templates repository license. The upstream Docker packaging is distributed under GPL-3.0. Project Zomboid is a commercial game by The Indie Stone; players need their own game license.

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