HUMANITZ · SERVER REQUIREMENTS · NOVEMBER 2026

HumanitZ Server Requirements: RAM and Player Slots Explained

The developers publish no server RAM figure, and an empty HumanitZ server already uses several gigabytes before anyone joins. Here is how much RAM and how many player slots your group really needs, and why a 16-slot plan says nothing about whether the server will cope.

No official hardware spec

The developers publish the server app, ports, settings and player cap, but no RAM or CPU recommendation for the dedicated server.

Big fixed memory baseline

An empty server already uses several GB before anyone joins, which is why low-memory plans fall over quickly.

Load comes from simulation

AI counts, player spread across the map grid, cars, dogs and world age matter more than the headline slot number.

Slots are not resources

A 16-slot plan only means 16 people may connect. You still need enough RAM, CPU time and storage performance behind it.

What the developers publish — and what they do not

Yodubzz Studios publish the dedicated server files and the reference settings, but they do not publish a dedicated server RAM, CPU or per-player hardware figure. That is the awkward part of HumanitZ server requirements: you cannot size the server from an official spec sheet. Steam’s 16 GB RAM minimum belongs to the game client, alongside the client CPU and disk requirement, so it is the wrong figure to use when buying a server plan.

Item Official value What it means for you
Dedicated server app SteamCMD app ID 2728330, free, anonymous login You are not paying a game licence for the server itself; plan cost is about hardware and hosting.
Server builds Windows build, plus native Linux build on beta branch linuxbranch Linux hosting is supported natively, with no Wine layer.
Disk space Linux server files about 1.5 GB, plus saves and backups Capacity is modest; storage speed matters more than raw size once the world starts saving regularly.
Ports UDP 7777 game, UDP 27015 query, TCP 8888 RCON when enabled You need these open or forwarded for self-hosting and for remote admin tools.
Settings file HumanitZServer/GameServerSettings.ini The server reads settings at start, so file edits need a restart before they apply.
Default player limit MaxPlayers=16 This is the normal starting point many hosts package around.
Game cap 24 players There is no point buying a plan that promises more than the game cap.
Official RAM / CPU figure None published You have to size from real workload: baseline memory, AI, map spread and save age.
Steam 16 GB RAM line For the game client Do not treat it as the dedicated server requirement.

So the sensible route is simple: start from what an empty server already consumes, then add headroom for the way your group actually plays.

The baseline: an empty HumanitZ server already uses a lot of RAM

HumanitZ does not start from near-zero memory and grow neatly per player. Host reports for an empty 1.1 server land at about 3.3 GB, about 3.9 GB, or close to 5 GB before anyone joins. That is a large fixed baseline: the server loads the map, the save and its spawn systems before the first player connects, and that memory stays in use whether one person is online or twelve.

These charts show the baseline itself, and then how little headroom common plan sizes leave once that baseline is taken off the top.

RAM an empty HumanitZ server uses before anyone joins
Three hosts’ published figures. Bar length is out of an 8 GB plan.
Host A · 1.1 server, a few minutes after start
3.3 GB
Host C · empty server on a 4 GB plan
3.9 GB
Host B · brand new world
about 5 GB
The developers publish no server RAM figure. These are hosts’ own readings, taken on different worlds and at different moments.
Before a single survivor connects, somewhere between 3.3 GB and about 5 GB of the plan is already in use.
What is left for players once the server is idling
4 GB plan
Empty server ≈ 3.9 GB
Host C’s reading: almost nothing left before the first player joins.
6 GB plan
Baseline ≈ 5 GB
≈ 1 GB
Using the highest baseline: about 1 GB for players, AI, cars and bases.
8 GB plan
Baseline ≈ 5 GB
≈ 3 GB headroom
Same baseline, about 3 GB of room. This is why most hosts point a regular group here.
8 GB plan, lowest baseline
3.3 GB
≈ 4.7 GB headroom
Host A’s lighter reading leaves more room, but the save grows from here.
Headroom, not the plan size, is what your players actually get. On 4 GB it is close to zero before anyone logs in.

This is why 4 GB is a trap. In the best reported case, a 4 GB plan leaves only 0.7 GB of headroom; in the higher reported case, the server is already brushing the limit while empty. By contrast, 6 GB at least leaves room for actual play, and 8 GB gives breathing space for normal evenings instead of surviving one login at a time.

The gap between hosts does not mean one of them is wrong. They may be measuring a fresh world or an older one, checking a few minutes after boot or later, and reporting from different game versions. The safe reading is not “pick the lowest number”; it is “the first few GB are spoken for before slots matter”. If a low-memory server restarts or stops as players join, adding RAM is the first fix, not aggressive world tuning.

What grows with players: map spread, spawned cells, cars and dogs

The cleanest way to think about player load in HumanitZ is not “one player equals X RAM”. It is “how much of the world is active at once”. The server treats the map as grids: MapSeg0=12 means a 12 by 12 grid for one category of objects, with houses in Seg0 and broken cars and similar objects in Seg1. Once a player is inside a cell, the objects in that cell spawn.

That means four players in one base or one town can be easier on the server than four players scattered across four towns. Spread-out players keep more cells active at once, so the server holds more objects in memory, simulates more state on the main thread, and sends more updates over the network. A “16 slot” label tells you nothing about this pattern.

Use this diagram to picture why the same player count can produce very different server load.

Same four players, very different amounts of world spawned
Together: one grid cell active
one town’s houses, wrecks, zombies and loot to simulate
Spread out: four cells active
four towns’ worth of objects and AI at once
Schematic. Orange squares = grid cells whose objects are spawned because a player is inside. With MapSeg0=12 the map is split into a 12 by 12 grid.
The slot count is the same in both maps. The work the server does is not.

Vehicles and companions add to the same problem. More active players usually means more claimed cars to track and more dogs moving around the world. Dogs add AI work; vehicles add persistent state, position updates and later save-file bulk. This is also why a quiet co-op group that stays together often runs better than a public server with the same slot count but players roaming everywhere.

The developers say to leave the MapSeg values alone unless you deliberately want to trade performance against spawn distance. For most admins, it is more useful as an explanation of server load than as a first tuning lever.

What hits CPU hardest: AI population, raids and respawns

After that fixed memory baseline, the next hard limit is CPU time. HumanitZ is an Unreal Engine game, and an Unreal server runs its game logic on one main thread, so per-core speed matters more than a big headline core count. If RAM still looks healthy but players get rubber-banding, delayed hits, frozen zombies or short teleports at busy times, the likely bottleneck is the main thread dealing with AI and spawn work, not memory.

[World Settings]
ZombieAmountMulti=1
HumanAmountMulti=1
ZombieDogMulti=1
AnimalMulti=1
ZombieRespawnTimer=90
HumanRespawnTimer=90
AnimalRespawnTimer=90
AIEvent=2
DogNum=8

The multipliers scale how many zombies, bandits, zombie dogs and animals the world is trying to maintain. AIEvent=2 means raids on player locations are active at the default level, which can create sudden bursts of AI work exactly where players are built up. Lower respawn timers keep the population pressure coming back more quickly; setting a respawn timer to 0 disables that respawn entirely.

One host suggests ZombieAmountMulti=0.7 and HumanAmountMulti=0.7 on full servers because it cuts AI load noticeably while the world still feels dangerous. The cost is straightforward: fewer threats, slightly lighter pressure on towns and bases, and fewer raid-heavy moments. You can test that live with RCON overrides such as overridezeekmulti 0.7, overridebanditmulti 0.7 or even suspendspawners true before writing permanent changes to the file. If the server immediately becomes steadier at the same player count, you have identified a CPU bottleneck rather than a RAM one.

The same logic explains why cheap, heavily shared CPU time hurts this game. When several busy servers compete for the same physical cores, that one main thread waits its turn, and players feel it as rubber-banding even though the memory graph looks calm.

What grows over time: the save file, clutter and cleanup

A HumanitZ server that felt fine in week one can struggle in week six even with the same slots and the same regular group. The reason is not mysterious: bases, dropped items, claimed cars, blueprints and old world state accumulate in the save. More persistent world state means more to load into RAM, more objects to track, and more data to write every autosave.

[World Settings]
PickupCleanup=6
BackpackCleanup=0
FakeBuildingCleanup=3000
BuildingDecay=7
Decay=7
RecycleCar=14
MaxOwnedCars=2

These keys are your long-term housekeeping. PickupCleanup removes dropped pickups after in-game days; BackpackCleanup, added in 1.1, does the same for dropped unworn backpacks but defaults to 0, which means never; FakeBuildingCleanup clears abandoned white blueprint pieces; RecycleCar=14 stops claimed vehicles sitting in the save forever; and the decay settings stop dead builds and stale spawn points living forever. The trade-off is obvious: more cleanup means less abandoned clutter but less tolerance for players who like leaving half-finished or unused things around.

FreezeTime=true means in-game time does not pass when the server is empty, so in-game-day cleanup does not progress during empty hours. Real-day settings such as building decay and car recycling are what keep a long-running, mostly empty community world from fossilising.

A quiet-hour restart is also worth doing because it returns memory the server has accumulated during the session. That costs players a short interruption, but if late-session performance is worse than fresh-boot performance, it often helps. For autosaves, the default is SaveIntervalSec=300. Do not set it to 0. If you feel a hitch every five minutes on a large world, the fix is faster storage such as SSD or NVMe, not turning saves off.

Update 1.1 reached the default branch on 19 October 2026 and the developers strongly recommend a full wipe on dedicated servers for it. That matters for performance as well as correctness, especially as 1.1 fixed guard towers that could retain leftover items after damage and cause server instability. Before any wipe or aggressive cleanup change, make a proper copy of the save and follow good practice for backing up a game server.

Published host advice side by side

The host guides cluster around a fairly clear band even though their wording differs. Host A reports about 3.3 GB empty and suggests 6 to 8 GB for a small group, more as the world fills up. Host B reports close to 5 GB on a brand new world and starts plans at 6 GB, with 8 GB for up to around 16 players and a growing base. Host D says 6 GB for a few friends, 8 GB up to the default 16, and 12 GB for a full 24 or a long-running save. Host E maps 6, 8, 10 and 16 GB to 8, 12, 16 and 24 players, but assumes 6 vCores.

This matrix is useful for seeing the overlap rather than the differences.

Four hosts’ published HumanitZ RAM advice side by side
Published byA few friendsUp to the default 1616 to 24 players
Host A6–8 GBMore as the world fillsNot given
Host B6 GB (plans start here)8 GB with a growing baseNot given
Host D6 GB on a fresh map8 GB12 GB, or a long-running save
Host E (6 vCores)6 GB for up to 810 GB16 GB
Every figure is a host’s starting advice, not an official requirement. Host E also lists 8 GB for up to 12 players.
The advice overlaps: 6 GB as the floor, 8 GB for a normal group, 12 GB to 16 GB once you head towards 24 players or an old save.

Why do they differ? Because they are not measuring the same world age, the same CPU allowance, or the same standard for “runs well”. Taken together, though, they point to a practical buying rule: 6 GB is the floor, 8 GB is the normal starting point, and 12 GB or more is where 16 to 24 players or ageing saves stop feeling squeezed.

Player slots explained: MaxPlayers, the 24 cap and what a slot plan really sells

[Host Settings]
MaxPlayers=16
ReserveSlots=0

MaxPlayers=16 is the default player limit in the shipped settings, and the game cap is 24. If your host sells 8, 16 or 24 slots, those tiers usually mirror the game’s own limits. What they do not tell you is how much RAM, CPU time or storage performance sits behind that slot count.

ReserveSlots is separate. At 0, reserve capacity is off. If you raise it, the reserved spaces apply to players listed by NetID in F_ReservedSlots.txt, which is useful for admins, moderators or regulars on a busy public server. It does not create more total capacity; it just decides who may use part of it.

Plan type Example price What you actually get Question to ask
Slot-based host, 8 slots £7.36/mo ($9.79) An 8-player admission limit; RAM may be tiered separately How much RAM is included at this slot tier?
Slot-based host, 16 slots £13.87/mo ($18.45) A 16-player limit, not proof that 16 players will run smoothly Can RAM be increased without changing slots?
Slot-based host, 24 slots £21.39/mo ($28.45) The top in-game slot tier; still depends on RAM and CPU behind it What CPU allocation supports the 24-slot tier?
Per-GB host 6 GB about £10.03/mo ($13.34) You are mainly buying memory, then setting slots inside the game cap What slot limit and CPU come with 6 GB?
Per-GB host 5 GB £11.27/mo ($14.99) Near HumanitZ’s high empty-server baseline, so not much growth room Can I step up to 6, 8, 10 or 16 GB without moving the save?

Conversion used: £1 = $1.33

If you want the longer version on packaging, billing and why two hosts can price the same game so differently, this guide explains why slots and RAM are priced differently. For HumanitZ, the practical question to put to any slot host is blunt: “How much RAM does your 16-slot plan include?”

Our starting-point sizing table for HumanitZ RAM

Your server Start at Step up when
2 to 4 friends, fresh world 6 GB Players start roaming different towns and the server feels cramped after normal sessions.
Regular group up to 8 8 GB Default AI stays on, bases and cars begin to accumulate, and evenings are no longer just one area of the map.
Up to the default 16, with growing bases 8 to 10 GB Peak sessions spread players across the map or the save has clearly grown heavier over time.
16 to 24 players, PvP, or a long-running save 12 GB+ (16 GB at the top end) Memory climbs towards the limit at peak, or the save is months old with large bases: move towards 16 GB.

If you want a quick yes-or-no route, this flow is the simplest way to place your server in the right starting band.

Where should your HumanitZ server start?
You are choosing a first plan, or deciding whether your current one is big enough
Will more than 16 people play at once, or is this a long-running world with big bases?
Yes
Start at 12 GBMove towards 16 GB as you approach the 24-player cap.
No
Regularly more than 4 players, or friends who roam different towns?
Yes
Start at 8 GBSpread players keep more grid cells spawned, and bases and cars build up.
No
Raised zombie or bandit multipliers, or raids above default?
Yes
Go one step upMore AI costs CPU and memory. Test with RCON overrides first.
No
2 to 4 friends on a fresh world: 6 GB, then check memory with players online after a week. Avoid 4 GB.
Answer the questions in order. The first Yes sets your starting size.

Self-host or rent: what changes on your own hardware

Self-hosting works, but the big catch is shared resources. If you run the server on the same PC you play on, the client’s Steam minimum of 16 GB RAM and the server’s own 3.3 to 5 GB baseline are competing for the same memory before you count Windows or Linux, browser tabs, voice chat and save writes. That makes “it runs the game” a poor guide to “it can host the server well too”.

For networking, the important ports are straightforward:

  • UDP 7777 for the game port
  • UDP 27015 for the Steam query port
  • TCP 8888 for RCON, only if RCONEnabled=true

If you are deciding between home hosting and renting, read the basics of self-hosting a game server and then compare your machine against broader game server hardware requirements. HumanitZ supports a Windows server and a native Linux server on linuxbranch, so you are not forced into a workaround.

Check again after a week: measure the real world, then tune or upgrade

The best time to judge a HumanitZ server is not five minutes after first boot. Read memory with players actually online, and judge changes after at least two hours of normal play. Right after a restart the world has fewer active objects and less session build-up, so almost everything looks healthier than it really is.

When people say “lag”, split the symptoms apart first. Rubber-banding with spare RAM is a different problem from crashes on join, and both differ from five-minute save hitches. This is a useful point to understand what game server lag really is.

Symptom Likely cause First fix
Server restarts or stops when players join RAM exhausted; plan too close to the empty baseline Move up in memory before changing gameplay settings.
Rubber-banding at peak, but RAM looks fine Main-thread CPU saturation from AI, raids or busy shared CPU time Test lower AI multipliers first; if that works, buy stronger CPU time rather than more slots.
Lag appears after weeks, not on day one Save growth from bases, clutter, cars and blueprints Tighten cleanup and decay, recycle stale cars, then reassess.
Short hitch every five minutes Autosave writing to slow storage Keep autosave on; move to SSD or NVMe storage.
Zombies freeze, then teleport AI simulation cannot keep up in that moment Use live RCON overrides to reduce zombie or bandit load and confirm the diagnosis.
Fine after restart, bad hours later Session build-up and memory accumulation Use a quiet-hour restart and clean up world clutter so less state builds up between restarts.
Players cannot join once 16 are online MaxPlayers is still at the default 16 Raise it only if the plan has the RAM and CPU headroom to cope, remembering the 24-player cap.
Server shows full, but friends still need access No reserve capacity set for trusted players Use ReserveSlots and list NetIDs in F_ReservedSlots.txt.
Instability after moving to 1.1 on an old save Old world state, plus the developers’ wipe recommendation for 1.1 Back up the world, then do the full wipe the developers recommend and retest clean.
Situation Tune it first Upgrade it first
Empty server already sits near the plan limit No Yes — you need baseline headroom before tuning means anything.
RAM has room, but AI-heavy evenings stutter Yes — lower AI load, respawn pressure or raid intensity first. Upgrade CPU if lower AI is not acceptable for the server style.
Performance decays only as the world ages Yes — cleanups, decay and car recycling attack the real cause. Upgrade RAM as the save grows if the community is stable and long-running.
Hitches line up with autosaves No gameplay tuning needed Upgrade storage performance rather than RAM.
You want more public capacity Only if current slots and reserve rules are badly set Yes — more slots need enough RAM and CPU behind them, not just a higher cap.

If you are comparing packages now that you know your memory band, our HumanitZ server hosting comparison is the easiest next step.

Ready to choose a plan?

Start from RAM first, then check how each host packages that memory as slots, per-GB billing or upgrade paths. For HumanitZ, a vague 16-slot label is not enough.

Compare the best HumanitZ server hosts

HumanitZ server FAQ

How much RAM does a HumanitZ server need?

There is no official dedicated server RAM figure from the developers. Real host reports put an empty server at roughly 3.3 to 5 GB, which is why 6 GB is the practical floor, 8 GB is a sensible normal start, and 12 GB or more suits 16 to 24 players or older, heavier saves.

Is 4 GB enough for a HumanitZ server?

Usually no. On the lightest reported empty-server figure it leaves only 0.7 GB of headroom, and on higher reported figures it is already too close to the baseline before players even join. If a server restarts as people connect, more RAM is the first fix.

How many players can a HumanitZ server hold?

The default MaxPlayers setting is 16, and the game cap is 24. That does not mean every 16-slot or 24-slot plan will run well at that number, because spread-out players, AI settings and save age decide the real workload.

Do more slots mean more RAM?

Not automatically. Some hosts price by slots and some by RAM, so a higher slot tier may simply raise the connection limit unless memory is increased too. Always ask what RAM and CPU sit behind the slot count.

Why does my HumanitZ server get slower over time?

Persistent world state builds up: bases, cars, dropped items, backpacks, blueprints and general save-file clutter. That increases memory use, autosave work and object tracking, so cleanup timers, decay settings, car recycling and occasional quiet-hour restarts become more important as the world ages.

More HumanitZ server help

Compare hosts, back up your world before a wipe, or weigh up hosting at home.

Game updates, default settings and host control panels do change. If a menu label or restart method differs from this guide, follow your host’s current panel and the current HumanitZ server build.