{"id":3806,"date":"2026-10-27T17:11:11","date_gmt":"2026-10-27T14:11:11","guid":{"rendered":"https:\/\/gameteam.io\/blog\/insurgency-sandstorm-dedicated-server-guide\/"},"modified":"2026-10-27T17:11:11","modified_gmt":"2026-10-27T14:11:11","slug":"insurgency-sandstorm-dedicated-server-guide","status":"publish","type":"post","link":"https:\/\/gameteam.io\/blog\/insurgency-sandstorm-dedicated-server-guide\/","title":{"rendered":"Insurgency: Sandstorm Dedicated Server: Setup, Requirements, Ports, Co-op and Mods"},"content":{"rendered":"<p><strong>An Insurgency: Sandstorm dedicated server is how you run your own co-op or PvP match, with your own map cycle, bot count, mods and admins.<\/strong> The server is a free Steam tool (app 581330) for Windows or Linux. It wants 4\u20138 GB of RAM, opens UDP ports 27102 and 27131, and is configured through a launch line, <code>Game.ini<\/code> and a few text files. This guide walks through the setup, then co-op bots, mods from mod.io, admin access and the errors you&#8217;ll actually see.<\/p>\n<h2 id=\"can-you-host-a-private-server-in-insurgency-sandstorm\">Can you host a private server in Insurgency: Sandstorm?<\/h2>\n<p>Yes. Community servers, private ones included, run the separate Insurgency: Sandstorm Dedicated Server tool rather than a listen server hosted from someone&#8217;s game. You install the tool through SteamCMD, configure it and leave it running, on your own PC, a spare machine or a rented host. Xbox and PlayStation players can&#8217;t run the server tool; it&#8217;s Windows and Linux software.<\/p>\n<h2 id=\"insurgency-sandstorm-dedicated-server-requirements\">Insurgency: Sandstorm dedicated server requirements<\/h2>\n<ul>\n<li><strong>RAM:<\/strong> 4\u20138 GB for the server. Co-op with lots of bots costs more than PvP at the same player count, and the cost shows up as CPU load before RAM.<\/li>\n<li><strong>CPU:<\/strong> fast single-core speed matters more than core count. Bots are simulated on the server, so a bot-heavy co-op game costs more than PvP at the same player count.<\/li>\n<li><strong>OS:<\/strong> 64-bit Windows (<code>InsurgencyServer.exe<\/code>) or 64-bit Linux (<code>InsurgencyServer-Linux-Shipping<\/code>).<\/li>\n<li><strong>Network:<\/strong> a stable upload, and two ports you can forward. Host close to your players. A squad in Asia on a US server feels every millisecond of ping.<\/li>\n<li><strong>Same PC as the game?<\/strong> The game client alone wants 8 GB of RAM and a 40 GB install. Running both on one machine works for a small co-op group, not for a public server. That&#8217;s the point where most squads move to <a href=\"https:\/\/gameteam.io\/insurgency-sandstorm-server-hosting\">Insurgency: Sandstorm server hosting<\/a> instead.<\/li>\n<\/ul>\n<p>Player counts: PvP is built for up to 14v14, so 28 slots. Co-op is usually 8\u201312 players plus bots.<\/p>\n<h2 id=\"how-to-make-an-insurgency-sandstorm-server\">How to make an Insurgency: Sandstorm server<\/h2>\n<p>Install the server with SteamCMD, run it once so it creates its folders, create the config files it doesn&#8217;t make on its own, then start it with a launch line that names the map, scenario and ports. The whole server setup takes about half an hour the first time. Every step below works on Windows and Linux; only the folder names change.<\/p>\n<h3 id=\"step-1-download-and-install-the-server-files\">Step 1: download and install the server files<\/h3>\n<pre><code>steamcmd +force_install_dir \"C:\\sandstorm-server\" +login anonymous +app_update 581330 validate +quit<\/code><\/pre>\n<p>The download is free and anonymous. The same command updates the server after every game patch, and an outdated server is the first thing to check when players suddenly can&#8217;t join.<\/p>\n<h3 id=\"step-2-run-it-once-then-create-the-config-folders\">Step 2: run it once, then create the config folders<\/h3>\n<p>Start <code>InsurgencyServer.exe<\/code> once and close it. The settings files belong in <code>Insurgency\\Saved\\Config\\WindowsServer\\<\/code> (<code>LinuxServer<\/code> on Linux), and the admin, map cycle and mod lists belong in <code>Insurgency\\Config\\Server\\<\/code>. A fresh install doesn&#8217;t always create these, so make the folders and files yourself if they&#8217;re missing:<\/p>\n<pre><code>Insurgency\\Saved\\Config\\WindowsServer\\Game.ini\nInsurgency\\Saved\\Config\\WindowsServer\\Engine.ini\nInsurgency\\Config\\Server\\Admins.txt\nInsurgency\\Config\\Server\\MapCycle.txt\nInsurgency\\Config\\Server\\Mods.txt<\/code><\/pre>\n<h3 id=\"step-3-the-launch-line\">Step 3: the launch line<\/h3>\n<p>Sandstorm takes its basics from the command line: map, scenario, player cap and password go after the map name, joined with <code>?<\/code>; everything else is a <code>-<\/code> parameter. A PvP example:<\/p>\n<pre><code>InsurgencyServer.exe Oilfield?Scenario=Scenario_Refinery_Push_Security?MaxPlayers=28 -Port=27102 -QueryPort=27131 -log -hostname=\"My Sandstorm Server\"<\/code><\/pre>\n<p>A private co-op server for a squad, with admins and a map cycle:<\/p>\n<pre><code>InsurgencyServer.exe Farmhouse?Scenario=Scenario_Farmhouse_Checkpoint_Security?MaxPlayers=8?password=squadonly -Port=27102 -QueryPort=27131 -log -hostname=\"Squad Co-op\" -AdminList=Admins -MapCycle=MapCycle<\/code><\/pre>\n<p>The launch parameters you&#8217;ll use most:<\/p>\n<table>\n<thead>\n<tr>\n<th>Parameter<\/th>\n<th>What it does<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><code>Map?Scenario=\u2026<\/code><\/td>\n<td>Starting map and scenario. The scenario sets the mode: <code>_Checkpoint_<\/code> is co-op, while <code>_Push_<\/code> and the other versus scenarios are PvP<\/td>\n<\/tr>\n<tr>\n<td><code>?MaxPlayers=<\/code><\/td>\n<td>Player cap<\/td>\n<\/tr>\n<tr>\n<td><code>?password=<\/code><\/td>\n<td>Makes the server private<\/td>\n<\/tr>\n<tr>\n<td><code>?Game=CheckpointHardcore<\/code><\/td>\n<td>Picks a mode variant, here hardcore co-op<\/td>\n<\/tr>\n<tr>\n<td><code>-Port=<\/code> \/ <code>-QueryPort=<\/code><\/td>\n<td>Game port (27102) and query port (27131)<\/td>\n<\/tr>\n<tr>\n<td><code>-hostname=<\/code><\/td>\n<td>The name in the server browser<\/td>\n<\/tr>\n<tr>\n<td><code>-AdminList=Admins<\/code><\/td>\n<td>Loads <code>Admins.txt<\/code><\/td>\n<\/tr>\n<tr>\n<td><code>-MapCycle=MapCycle<\/code><\/td>\n<td>Loads <code>MapCycle.txt<\/code><\/td>\n<\/tr>\n<tr>\n<td><code>-mutators=<\/code><\/td>\n<td>Comma-separated mutators, for example <code>-mutators=\"NoRestrictedArea,ScaleBotAmount\"<\/code><\/td>\n<\/tr>\n<tr>\n<td><code>-Mods<\/code> \/ <code>-ModList=Mods.txt<\/code><\/td>\n<td>Turns on mod.io mods from the list (see below)<\/td>\n<\/tr>\n<tr>\n<td><code>-Rcon -RconPassword= -RconListenPort=<\/code><\/td>\n<td>Turns on RCON for remote server commands<\/td>\n<\/tr>\n<tr>\n<td><code>-GSLTToken=<\/code>, <code>-GameStats -GameStatsToken=<\/code><\/td>\n<td>Steam login token and stats, needed for XP on your server<\/td>\n<\/tr>\n<tr>\n<td><code>-log<\/code><\/td>\n<td>Shows the live server log<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>On Windows, save the full line in a <code>start.bat<\/code> next to <code>InsurgencyServer.exe<\/code> so you don&#8217;t retype it.<\/p>\n<h3 id=\"step-4-open-the-ports\">Step 4: open the ports<\/h3>\n<table>\n<thead>\n<tr>\n<th>Port<\/th>\n<th>Protocol<\/th>\n<th>Used for<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>27102<\/td>\n<td>UDP<\/td>\n<td>Game traffic (<code>-Port<\/code>)<\/td>\n<\/tr>\n<tr>\n<td>27131<\/td>\n<td>UDP<\/td>\n<td>Server browser queries (<code>-QueryPort<\/code>)<\/td>\n<\/tr>\n<tr>\n<td>27015 (your choice)<\/td>\n<td>TCP<\/td>\n<td>RCON, only if you enable it (<code>-RconListenPort<\/code>)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Forward them on your router to the server PC and allow them in the firewall. Running a second server? Give it its own game, query and RCON ports.<\/p>\n<h2 id=\"co-op-server-setup-bots-and-checkpoint\">Co-op server setup: bots and Checkpoint<\/h2>\n<p>Checkpoint is Sandstorm&#8217;s co-op (often written coop) mode, and a co-op server is a server whose map cycle holds only Checkpoint scenarios. Start on a <code>_Checkpoint_<\/code> scenario, list only Checkpoint scenarios in <code>MapCycle.txt<\/code>, and the server stays co-op against bots. Start on anything else and it runs PvP, the most common &#8220;my co-op server is PvP&#8221; mistake.<\/p>\n<pre><code>Scenario_Farmhouse_Checkpoint_Security\nScenario_Farmhouse_Checkpoint_Insurgents\nScenario_Town_Checkpoint_Security\n(Scenario=\"Scenario_Hideout_Checkpoint_Security\",Lighting=\"Day\",Mode=\"Checkpoint\")<\/code><\/pre>\n<p>Each line is a scenario name, or a bracketed entry when you want to set the lighting or mode. Bot numbers live in <code>Game.ini<\/code>:<\/p>\n<pre><code>[\/Script\/Insurgency.INSCoopMode]\nMinimumEnemies=8\nMaximumEnemies=24\nFriendlyBotQuota=4\n\n[\/Script\/Engine.GameSession]\nMaxPlayers=8<\/code><\/pre>\n<p>Enemy count scales between the minimum and maximum with the number of players. <code>FriendlyBotQuota<\/code> fills your own side with bots. For PvP with bots, <code>bBots=True<\/code> and <code>BotQuota=<\/code> go under <code>[\/Script\/Insurgency.INSMultiplayerMode]<\/code>. The cost of all those bots lands on the CPU: if a big co-op game feels laggy while the RAM is fine, lower <code>MaximumEnemies<\/code> before anything else.<\/p>\n<h2 id=\"server-config-file-game-ini-and-engine-ini-settings\">Server config file: Game.ini and Engine.ini settings<\/h2>\n<p><code>Game.ini<\/code> holds the game rules, and <code>Engine.ini<\/code> holds network settings like tick rate. Edit them with the server stopped. Sections and key names have to be exact; a typo is ignored silently.<\/p>\n<table>\n<thead>\n<tr>\n<th>Section<\/th>\n<th>Typical keys<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><code>[\/Script\/Insurgency.INSMultiplayerMode]<\/code><\/td>\n<td><code>bMapVoting<\/code>, <code>bUseMapCycle<\/code>, <code>RoundLimit<\/code>, <code>bAllowFriendlyFire<\/code>, <code>bBots<\/code>, <code>BotQuota<\/code><\/td>\n<\/tr>\n<tr>\n<td><code>[\/Script\/Insurgency.INSCoopMode]<\/code><\/td>\n<td><code>MinimumEnemies<\/code>, <code>MaximumEnemies<\/code>, <code>FriendlyBotQuota<\/code>, <code>AIDifficulty<\/code><\/td>\n<\/tr>\n<tr>\n<td><code>[\/Script\/Insurgency.INSGameMode]<\/code><\/td>\n<td><code>bKillFeed<\/code>, <code>TeamKillLimit<\/code>, <code>bDeadSay<\/code><\/td>\n<\/tr>\n<tr>\n<td><code>[\/Script\/Engine.GameSession]<\/code><\/td>\n<td><code>MaxPlayers<\/code><\/td>\n<\/tr>\n<tr>\n<td><code>[Rcon]<\/code><\/td>\n<td><code>bEnabled<\/code>, <code>Password<\/code>, <code>ListenPort<\/code> (an alternative to the <code>-Rcon<\/code> launch parameters)<\/td>\n<\/tr>\n<tr>\n<td>Engine.ini <code>[\/Script\/OnlineSubsystemUtils.IpNetDriver]<\/code><\/td>\n<td><code>NetServerMaxTickRate<\/code> (internet players), <code>LanServerMaxTickRate<\/code> (LAN players)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2 id=\"admins-and-server-commands\">Admins and server commands<\/h2>\n<p>Put one Steam64 ID per line in <code>Insurgency\\Config\\Server\\Admins.txt<\/code> and start the server with <code>-AdminList=Admins<\/code>. Those players get admin rights in game. For remote control, turn on RCON (<code>-Rcon -RconPassword=\u2026 -RconListenPort=\u2026<\/code>) and connect with an RCON client. Tools like <a href=\"https:\/\/github.com\/schroeder-lvb\/sissm\">SISSM<\/a> (Simple Insurgency Sandstorm Server Manager) and <a href=\"https:\/\/github.com\/Joe-Klauza\/sandstorm-admin-wrapper\">Sandstorm Admin Wrapper<\/a> are two community tools: SISSM is a watchdog that runs next to the server and handles automatic restarts, greetings and server rules, and SAW is a browser front-end for configuring the server and administering it over RCON.<\/p>\n<h2 id=\"insurgency-sandstorm-server-mods-and-custom-maps\">Insurgency: Sandstorm server mods and custom maps<\/h2>\n<p>Mods and custom maps come from mod.io. You add the mod IDs to <code>Mods.txt<\/code>, start the server with <code>-Mods<\/code>, and players download the mods when they join. Custom maps then go in the map cycle like any other scenario.<\/p>\n<ol>\n<li>Find each mod&#8217;s ID on its mod.io page and put one per line in <code>Insurgency\\Config\\Server\\Mods.txt<\/code>. (<code>-CmdModList=\"id1,id2\"<\/code> on the launch line does the same thing.)<\/li>\n<li>Add <code>-Mods -ModList=Mods.txt<\/code> to the launch line, plus <code>-mutators=<\/code> for any mod that is a mutator.<\/li>\n<li>Add the custom map&#8217;s scenarios to <code>MapCycle.txt<\/code>, for example <code>(Scenario=\"Scenario_TORO_Checkpoint_Security\",Lighting=\"Day\",Mode=\"Checkpoint\")<\/code>.<\/li>\n<li>Let the server sign in to mod.io. Older guides put an <code>AccessToken<\/code> in <code>Engine.ini<\/code>; since update 1.20 (February 2026) servers sign in to a mod.io account with a one-time code sent by email (<code>-SecurityCode=<\/code>), and the old token does nothing. Use a separate mod.io account for the server, not the one you play on.<\/li>\n<li>Start with <code>-ModDownloadTravelTo=Map?Scenario=\u2026<\/code> if your first map is a mod map. The server starts on a stock map, downloads the mods, then travels there.<\/li>\n<\/ol>\n<p>Community mod packs like ISMC (Insurgency: Sandstorm Mod Collection) follow the same steps with more mutators, and each pack&#8217;s mod.io page has its own install guide.<\/p>\n<h2 id=\"getting-xp-on-your-server-gslt-and-game-stats\">Getting XP on your server: GSLT and game stats<\/h2>\n<p>To let players earn XP on a community server, it needs a Steam Game Server Login Token and a game stats token. Create the GSLT at <a href=\"https:\/\/steamcommunity.com\/dev\/managegameservers\">Steam&#8217;s game server account page<\/a> using Insurgency: Sandstorm&#8217;s app ID, 581320; your Steam account must own the game. Then add <code>-GSLTToken=\u2026<\/code> and <code>-GameStats -GameStatsToken=\u2026<\/code> to the launch line. Keep both tokens private: Steam&#8217;s page warns not to share them, and a token that goes unused for a long time expires.<\/p>\n<h2 id=\"common-insurgency-sandstorm-server-issues-and-fixes\">Common Insurgency: Sandstorm server issues and fixes<\/h2>\n<table>\n<thead>\n<tr>\n<th>Problem<\/th>\n<th>Most likely cause<\/th>\n<th>Fix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Server not showing up, or the server browser not working for your server<\/td>\n<td>Query port 27131 not forwarded, or the server is still starting<\/td>\n<td>Forward the query port, wait for the log to settle, search the exact hostname<\/td>\n<\/tr>\n<tr>\n<td>You can&#8217;t see your own server<\/td>\n<td>Your router doesn&#8217;t support NAT loopback<\/td>\n<td>Ask a friend outside your network to check, or test from another connection<\/td>\n<\/tr>\n<tr>\n<td>Co-op server starts in PvP<\/td>\n<td>Start scenario or map cycle isn&#8217;t Checkpoint<\/td>\n<td>Use a <code>_Checkpoint_<\/code> scenario and a Checkpoint-only <code>MapCycle.txt<\/code><\/td>\n<\/tr>\n<tr>\n<td>Stuck on &#8220;preparing server&#8221; \/ black screen when joining<\/td>\n<td>The client is still downloading the server&#8217;s mods, or the server is on a different build<\/td>\n<td>Give mods time on first join; update the server after every patch<\/td>\n<\/tr>\n<tr>\n<td>Connection to server timed out \/ lost connection<\/td>\n<td>Game port blocked, or the server froze under load<\/td>\n<td>Check UDP 27102, then check the log and CPU load<\/td>\n<\/tr>\n<tr>\n<td>Mods not downloading on the server<\/td>\n<td>The server isn&#8217;t signed in to mod.io (old <code>AccessToken<\/code> method)<\/td>\n<td>Sign in with the email security code; check the mod IDs in <code>Mods.txt<\/code><\/td>\n<\/tr>\n<tr>\n<td>Mutator shows as invalid<\/td>\n<td>The first map loaded before the mods finished downloading<\/td>\n<td>Start on a stock map with <code>-ModDownloadTravelTo=<\/code><\/td>\n<\/tr>\n<tr>\n<td>Server lag in co-op<\/td>\n<td>Too many bots for the CPU<\/td>\n<td>Lower <code>MaximumEnemies<\/code>; update the server (update 1.22 fixed high CPU use on community servers, even when idle)<\/td>\n<\/tr>\n<tr>\n<td>Players kicked: anti-cheat, &#8220;client integrity violation&#8221;, &#8220;authentication timed out&#8221; or &#8220;Steam authentication failed&#8221;<\/td>\n<td>Client-side: Easy Anti-Cheat or Steam can&#8217;t verify that player&#8217;s game<\/td>\n<td>The player verifies their game files and restarts Steam; it&#8217;s rarely the server<\/td>\n<\/tr>\n<tr>\n<td>Server down after a game update<\/td>\n<td>Old server build<\/td>\n<td>Re-run <code>app_update 581330 validate<\/code><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>If every server in the browser is missing, not just yours, the problem is on the game&#8217;s side, and the official Insurgency: Sandstorm Discord and Steam news are where outages get announced.<\/p>\n<h2 id=\"skip-the-setup-rent-a-sandstorm-server\">Skip the setup: rent a Sandstorm server<\/h2>\n<p>Self-hosting Sandstorm means a launch line that grows with every feature, folders you have to create yourself, a mod.io login and two forwarded ports. If you&#8217;d rather just play with your squad, <a href=\"https:\/\/gameteam.io\/insurgency-sandstorm-server-hosting\">Insurgency: Sandstorm server hosting<\/a> on GameTeam is ready in minutes. You pay per GB of RAM ($0.49\/GB a week on Budget, or $1.99\/GB billed monthly), so a 6 GB co-op server is $2.94 a week. Slots are unlimited, so a full 28-player PvP night costs the same as an 8-player co-op run. The built-in AI copilot handles the INI and text files. Tell it <em>&#8220;make this a hardcore Checkpoint co-op server for 8, with 24 max enemies, and add mod 94277 to the map cycle&#8221;<\/em> and it writes <code>Game.ini<\/code>, <code>MapCycle.txt<\/code> and <code>Mods.txt<\/code>, restarts the server and checks that it came back up. If a co-op night starts stuttering, ask <em>&#8220;why is the server lagging?&#8221;<\/em> and it checks the log.<\/p>\n<h2 id=\"faq\">FAQ<\/h2>\n<h3 id=\"how-do-i-create-my-own-insurgency-sandstorm-server\">How do I create my own Insurgency: Sandstorm server?<\/h3>\n<p>Install the dedicated server (app 581330) with SteamCMD, create <code>Game.ini<\/code>, <code>Admins.txt<\/code> and <code>MapCycle.txt<\/code>, then start <code>InsurgencyServer.exe<\/code> with a map, scenario, ports and hostname on the launch line. Forward UDP 27102 and 27131 so others can join.<\/p>\n<h3 id=\"can-you-play-insurgency-sandstorm-co-op-on-a-dedicated-server\">Can you play Insurgency: Sandstorm co-op on a dedicated server?<\/h3>\n<p>Yes. Use Checkpoint scenarios only, set the bot counts under <code>[\/Script\/Insurgency.INSCoopMode]<\/code>, and add a <code>?password=<\/code> if it&#8217;s just for your squad.<\/p>\n<h3 id=\"does-the-sandstorm-dedicated-server-run-on-linux\">Does the Sandstorm dedicated server run on Linux?<\/h3>\n<p>Yes. The same SteamCMD app installs a Linux build, and LinuxGSM supports it as <code>inssserver<\/code>.<\/p>\n<h3 id=\"how-do-i-make-a-private-server-on-xbox-or-ps\">How do I make a private server on Xbox or PS?<\/h3>\n<p>You can&#8217;t run the server on a console. The server tool is for Windows and Linux PCs.<\/p>\n<h3 id=\"why-cant-i-download-mods-on-insurgency-sandstorm\">Why can&#8217;t I download mods on Insurgency: Sandstorm?<\/h3>\n<p>On a server, it&#8217;s almost always the mod.io sign-in: since update 1.20 the server signs in with an emailed code, not the old token. As a player, mods download when you join a modded server, so a stalled download usually means the server is mid-update.<\/p>\n<h3 id=\"how-do-i-find-a-game-servers-ip-address\">How do I find a game server&#8217;s IP address?<\/h3>\n<p>For a server on your own PC, it&#8217;s your public IP plus the game port, 27102 by default. On a hosted server, the control panel shows both.<\/p>\n<h3 id=\"is-insurgency-sandstorm-still-worth-hosting-in-2026\">Is Insurgency: Sandstorm still worth hosting in 2026?<\/h3>\n<p>The game is still getting updates (1.22 landed in October 2026, with a community-server CPU fix), and a private co-op server is the easiest way to play with your squad on your own rules.<\/p>\n","protected":false},"excerpt":{"rendered":"An Insurgency: Sandstorm dedicated server is how you run your own co-op or PvP match, with your own&hellip;\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[166],"tags":[],"class_list":["post-3806","post","type-post","status-publish","format-standard","category-insurgency-sandstorm-tutorials","vision-entry","vision-video-wrap"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Insurgency: Sandstorm Dedicated Server: Setup, Requirements, Ports, Co-op and Mods - 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