PATH OF TITANS · SERVER REQUIREMENTS · OCTOBER 2026

Path of Titans Server Requirements and RAM Guide

Alderon publishes no RAM table for Path of Titans community servers, and many hosts sell by slots without saying how much memory you get. Here is how to size a server for your player count, AI, mods and map, and how to avoid paying for capacity you will not use.

Small private herd

For up to 10 players, hosts’ guidance starts at 4 GB RAM, 1 CPU thread and 10 GB NVMe storage. This is the sensible floor for a light server with a base map and restrained AI.

Growing community

For up to 20 players, 8 GB is the common next step. It gives more breathing room for crossplay traffic, AI activity and ordinary admin tweaks without paying for a large public setup too early.

Busy public setup

For 20-50 players, practical allowances usually land at 8-12 GB, and for servers aiming towards 100 players, hosts’ guidance reaches 16 GB with 2 CPU threads. Population spikes and world clutter matter as much as headline slots.

Mods change the baseline

Creature and skin mods stack, but a map mod is the bigger jump because it changes the whole world package. If you plan to run one, leave headroom and expect a longer boot while the server checks and loads it.

Short answer: size for peak activity, not just the advertised slots

Alderon gives no official RAM figure for community servers. The numbers most renters work from come from hosts’ published guidance and from practical allowances used for Path of Titans plans. That guidance lines up well enough to build a safe starting point: 4 GB for up to 10 players, 8 GB for up to 20, 8-12 GB for a 20-50 player community, and about 16 GB for a server pushing towards 100 players.

The reason this works better than shopping by slots is simple: Path of Titans load comes from living world state. A server with modest slots but a lot of AI, bodies, footprints and a custom map can work harder than a larger but cleaner setup. If you want the wider hardware context behind thread speed, storage behaviour and memory headroom, our game server hardware guide covers the basics that matter when reading host plans.

Use this as hosts’ guidance rather than a guarantee. It is a starting size, then you tune the settings that actually drive load.

RAM by peak player count
Hosts’ guidance, GB of RAM
Up to 10 players · 1 CPU thread
4 GB
Up to 20 players · 1 CPU thread
8 GB
20–50 players, active community
8–12 GB
Up to 100 players · 2 CPU threads
16 GB
Size for the busiest evening, not your Discord member count. A map mod or heavy AI settings push you up a step.
Server type Peak concurrent players RAM CPU threads Storage
Small private herd Up to 10 4 GB 1 10 GB NVMe
Friends group or quiet crossplay server Up to 20 8 GB 1 20 GB NVMe
Active community 20-50 8-12 GB 1–2 20–30 GB NVMe
Large public server Up to 100 16 GB 2 30 GB NVMe

These figures are hosts’ guidance, not an official Alderon table.

What actually uses memory and CPU on a Path of Titans server

If you want to avoid overpaying, focus on the things that create persistent world state or frequent world updates. That is what eats RAM, keeps the main server thread busy and adds replication work for connected players.

What each part of the world costs the server
Load sourceRAMCPUBoot time
Players (dinosaurs)YesYesNo
AI critters and fishYesYesNo
Corpses left in the worldYesYesNo
Low WaterRegenerationRateNoYesNo
FootprintsPartlyPartlyNo
Map modYesPartlyYes
Creature and skin modsPartlyNoYes
Our reading of how the server spends its resources. “Partly” means a small effect that only shows on busy servers.
Players, AI and corpses are the moving load. Mods mostly show up as a longer boot, except map mods, which raise the baseline too.

Map choice sets the baseline

  • ServerMap: Panjura is the default base map. Gondwa and Riparia are the other base choices. Each map is a different world for the server to load and track, with its own spawn points, water sources and AI areas. You can tell the map matters when a server that was comfortable on one map feels tighter on another before player count even peaks.
  • Map mods: these add another jump because the server must check and load custom assets on boot. That hits disk and storage performance first, then raises the runtime memory baseline once the map is live. The player trade-off is stronger variety but a longer wait after updates and no access for many mobile players.

Players, AI and leftovers create the moving load

  • Players as dinosaurs: every connected player adds replicated movement, status and interaction state. That costs RAM for actor state, main-thread CPU for simulation and bandwidth for updates to nearby clients. You notice this load when performance is fine at quiet times but degrades as concurrency rises.
  • Critters: bServerCritters=true by default, with ServerMaxCritters=200 and ServerCritterDensityMultiplier=0.75. Critters are not free flavour; they are AI actors with simulation and replication overhead. Lowering their count or density reduces CPU work and trims memory use, but the world feels less alive and hunting opportunities drop. If stutters mostly happen in busy areas rather than on an empty server, critters are one of the first levers to pull.
  • Fish: bServerFish=true by default. Fish are another class of living actor, so they add to the same pool of world simulation and client updates. Turning them off or keeping the rest of the ecosystem restrained can help public servers, but it removes food sources and ambient life.
  • Corpses: ServerDeadBodyTime=0 means bodies persist until fully eaten or decayed. That can pile up actor state in hotspot areas, costing RAM and CPU and sending extra state to players nearby. A shorter body time cleans the world faster, but players lose time to scavenge. You know it helped if lag around common kill sites eases without a population drop.
  • Respawn pressure: ServerRespawnTime defaults to 45 minutes, and Alderon suggests keeping it high to avoid corpse piles. The reason is not memory on the timer itself; it is behaviour. Fast returns can keep players feeding the same hotspot with more fights and more bodies. If corpse-related stutter is the issue, raising or keeping respawn time high is usually the safer direction.
  • Water regeneration: the default WaterRegenerationRate is 60 seconds. Alderon warns that setting it too low makes the server update water more often and can cause lag. This is a pure frequency problem: more frequent world updates mean more main-thread work. The trade-off for players is a more reactive resource system versus extra server overhead. If lag starts after aggressive survival tweaks, this is worth reversing first.
  • Footprints: ServerFootprintLifetime=60 by default and 0 disables them. Footprints are short-lived world traces, but on a busy public server there can be a lot of them. Shortening the lifetime or disabling them removes some state from the world at the cost of less tracking gameplay.
  • Nests: nesting timers such as NestInactiveDespawnTimeSolo 120 stop abandoned nests from hanging around. Nests are another persistent world object, so longer despawn times keep more state alive. If nesting is central to your community, keep it; if not, avoid stretching nest persistence for no gain.

Slots, MaxPlayers and peak concurrency

Path of Titans lets you set MaxPlayers=100 in Alderon’s example configuration, and that same example shows ReservedSlots=20. Those numbers control admission policy, not the hardware hidden behind a rented plan. A host can sell the same slot count on very different RAM allocations, which is why slot billing often obscures what you are actually buying.

For planning, ignore the biggest number your config can technically hold and size for peak concurrent players. If your community is mostly a private herd, a high slot ceiling will not matter as much as stable world simulation when everyone is online at once. If you expect public spikes, leave headroom for those spikes rather than buying the smallest plan with a flashy slot count.

Ask one direct question before renting: how much RAM is included? If the answer is vague, you cannot compare that plan properly against another one. In Path of Titans, slots without RAM are not a resource spec.

Mods and map mods: where extra headroom starts to matter

Mods are enabled by Mod ID in GameUserSettings.ini under [PathOfTitans.Mods]. Creature, skin and Creator Mode item mods can stack, and the server checks and updates mods on every boot. That means modded servers hit storage and boot time harder than a clean server even before players join.

The bigger decision is the map. Only one map mod can run at a time, and Alderon notes that it can take 10-15 minutes to load after boot before the first join works properly. That long wait is not just inconvenience; it is a sign the server is validating and loading a large world package. In practice, if your unmodded plan already feels tight, a map mod is the point where moving up one size tier makes sense.

There is also a crossplay trade-off. Many map mods do not run on mobile, so adding one can lock out Android and iOS players even if the server still works well on PC and console. If your community depends on broad crossplay access, a base map plus lighter content mods is often the safer server plan.

How do you tell if you need more headroom rather than just patience? A long first boot after adding a map mod is normal. A server that eventually settles and plays smoothly may only need time. A server that keeps stuttering at ordinary population after the modded map is live is telling you the runtime baseline is now too high for the current tier.

Settings that change the load most

These are the settings worth checking first because they change either actor count or update frequency. Change one lever at a time, then watch the next peak period rather than judging from an empty server.

Setting Default Effect on load Small private herd Large public server
bServerCritters true Enables AI critters; adds world simulation, memory and bandwidth. Usually fine to leave on. Keep on only if critter hunting matters to the community.
ServerMaxCritters 200 Hard cap on live critters; higher values mean more active AI actors. Default is acceptable. Consider lowering; Alderon’s example shows 100.
ServerCritterDensityMultiplier 0.75 Changes how densely critters populate the world. Leave near default unless the world feels too empty. Reduce if busy areas hitch under load.
bServerFish true Adds more living actors and replication work. Usually fine. Disable only if you need to cut actor load and can accept less ecosystem detail.
WaterRegenerationRate 60 Lower values update water more often and can cause lag. Leave at 60. Do not push lower unless you accept extra server work.
ServerDeadBodyTime 0 Persistent corpses keep actor state alive for longer. 0 is fine if fights are infrequent. Use a finite clean-up time if hotspot piles become a problem.
ServerRespawnTime 45 Lower respawn times can feed repeated fights and more corpse clutter. Default or higher is sensible. Keep high to reduce repeated pile-ups.
ServerFootprintLifetime 60 Longer footprint life keeps more transient world traces active; 0 disables them. Default is fine. Shorten or disable if tracking is not important.
NestInactiveDespawnTimeSolo 120 Longer nest persistence keeps more inactive objects in the world. Default works. Avoid lengthening unless nesting is a core feature.
[/Script/PathOfTitans.IGameSession]
ServerMap=Panjura
MaxPlayers=100
ReservedSlots=20
bServerCritters=true
ServerMaxCritters=200
ServerCritterDensityMultiplier=0.75
bServerFish=true
WaterRegenerationRate=60
ServerDeadBodyTime=0
ServerRespawnTime=45
ServerFootprintLifetime=60
bServerAutoRestart=true
RestartLengthInSeconds=10800

The pattern behind all of these is straightforward. More actors means more RAM and more simulation work. More frequent updates mean more main-thread CPU. If a change helped, you should see one of three things: lower peak-time hitching, less slowdown around common hotspots, or shorter and more predictable boot behaviour after restarts.

Database choice and scheduled restarts

Alderon supports -Database=Local and -Database=Remote. Remote is the managed cloud database and is the recommended choice for most community servers because it lets several servers share character data and protects that data if the server folder is deleted. Local stores data in the DatabaseCache folder on the server, using account and character JSON files.

The important point is reliability, not raw speed. Remote does not replace the need for sensible server sizing, but it does reduce the risk of character loss and makes multi-server communities easier to manage. If you stay on Local, back up DatabaseCache regularly because that folder is the player-data lifeline.

Scheduled restarts are worth using on long-running servers. Alderon’s example shows RestartLengthInSeconds=10800, which is 3 hours. The value of a restart is that it forces a clean world load, re-checks mods on boot and clears out long-lived transient state that has accumulated over time. The trade-off is obvious: a cleaner server at the cost of short planned interruptions. If a server gets worse the longer it stays up, restarts are one of the cheapest fixes available.

Self-hosting basics: dedicated machine, command and ports

Alderon’s official hardware statement for self-hosting is short: use a dedicated Windows or Linux machine. That matters because the Path of Titans client on PC already wants 16 GB minimum and 32 GB recommended, with recommended CPUs at 6 cores or more and no support below 4 cores. If you host on the same PC you play on, the game and server are competing for the same RAM, CPU time and storage access.

If you are weighing rental against home hosting, our guide to self-hosting a game server covers the broader network and uptime trade-offs. Alderon also warns about the usual home-hosting problems: weaker upload speed than download on many home lines, extra CPU and storage load on the PC, downtime risk and ISP restrictions.

Server files are downloaded and updated with AlderonGamesCmd. Alderon provides the tool for Windows, Mac x64, Linux x64 and Linux arm64, but Linux arm64 server support is experimental. Alderon’s Linux guide was tested on Ubuntu 22.04, and it specifically says not to run the server as root.

AlderonGamesCmd --game path-of-titans --server true --beta-branch production --auth-token <token> --install-dir <dir>

You also need a hosting token, a unique ServerGUID and a database mode. One auth token can host up to 100 servers, which is useful if you split game modes or run a test server beside the live one.

Path of Titans port map (default game port 7777)
Players join
Players on PC, console and mobile
7777 UDP · game port
Your server
Admin tools
RCON client
7779 · game port +2
Your server
Server lists
Query tools
7781 · +4, when Source Query is on
Your server
7778 (+1) is reserved and 7780 (+3) is for stats. Change the game port and the others keep the same offsets.
Only the game port is needed to play. RCON and query sit at fixed offsets above it.
Port Offset Purpose
7777 Base Game port (UDP)
7778 +1 Reserved
7779 +2 RCON
7780 +3 Stats
7781 +4 Source Query, when enabled

Reading the signs before you pay for a bigger plan

Not every problem is a RAM problem. Path of Titans has a few failure patterns that point to configuration, ports or mods long before you should spend more money.

Symptom Likely cause First fix
Lag spikes as population grows Actor count is too high for the current tier: players, critters, fish, footprints and bodies are all adding up. Lower critter pressure or shorten body persistence, then watch the next peak period before upgrading.
Long boot after adding a map mod The server is checking and loading a large custom map package. Wait 10-15 minutes before first join; if runtime is still rough afterwards, move up a size tier.
Players cannot join after an update Server or mods are on the wrong version. Restart so the server re-checks game files and mod updates on boot.
Mobile players cannot join A map mod is blocking mobile compatibility. Return to a base map if mobile access is part of your community plan.
Server is not appearing in the list Ports or query configuration are wrong. Check the full 7777-7781 path, especially query-related settings if Source Query is enabled.
Hotspot fights cause corpse lag Dead bodies are persisting too long, and quick returns are feeding the same pile-up. Use a finite dead body time and keep respawn time high rather than shorter.

If the cause is still unclear after the obvious fixes, Alderon documents how to capture a Superluminal performance profile of the server on Windows and Linux. That is the right tool when you need to identify whether the bottleneck is a busy main thread, a modded world package or something more specific than “the server feels slow”.

What it costs: RAM size is not priced in a straight line

The awkward part of Path of Titans shopping is that many hosts sell by slot count and do not state the RAM. Our comparison data shows why that matters: price does not rise neatly with RAM, and the cheapest price per GB is not always attached to the smallest advertised package.

Monthly price by RAM in our comparison
Regular prices, GBP
4 GB · 10 slots
£15.99 ($21.27)
6 GB
£13.53 ($17.99)
8 GB DDR5
£12.95 ($17.22)
10 GB · 10 slots, London
£12.11 ($16.11)
12 GB
£18.04 ($23.99)
The 4 GB plan costs more than the 10 GB one. Compare RAM, not slot labels.
RAM Slots Monthly price Notes
10 GB 10 slots £12.11/month ($16.11) London plan in our comparison.
8 GB DDR5 Not stated £12.95/month ($17.22) The entry plan at £7.95/month ($10.57) has less RAM.
6 GB Not stated £13.53/month ($17.99) More expensive than the 8 GB plan listed above.
4 GB 10 slots £15.99/month ($21.27) Shows why slots alone are not enough for comparison.
12 GB Not stated £18.04/month ($23.99) Useful step if an 8 GB tier is being pushed by active community load.

Conversion used: £1 = $1.33

The practical lesson is simple. A 10-slot plan can come with 10 GB RAM or 4 GB RAM, and the 10 GB option can still cost less. Buy the resource level that matches your server’s peak world load, not the smallest slot label in the store.

Tune it first or upgrade now?

Do the cheap fixes before you pay for a bigger server, but do not spend weeks micro-tuning a plan that is clearly undersized. This table is the quickest way to separate a settings problem from a hardware problem.

Situation Tune first Upgrade or move when
Peak-time stutter on a base map with default-heavy AI Reduce critter load, shorten corpse persistence, keep water regeneration sensible and review footprints. Upgrade if those changes help only a little and the server still degrades as concurrency rises.
Long boot after adding a map mod but normal play afterwards Wait out the 10-15 minute first load and schedule restarts at quiet times. Upgrade if runtime performance is poor after the world is fully loaded.
Join failures after updates Restart so the server re-checks files and mods. Do not upgrade for this alone; it is usually version mismatch, not resource shortage.
Mobile players blocked from joining Remove the map mod if mobile access matters. Do not upgrade; this is a compatibility decision.
Provider sells slots but will not state RAM Ask for RAM, CPU threads and storage before ordering. Move to a clearer plan if the resources stay hidden.
Hosting on the same PC you use for the game client Only for light use and only if the machine has clear spare headroom. Use a dedicated box or rented server once play and hosting start competing for RAM and CPU.
Pick a plan by resources, then trim the waste

If a host cannot tell you the RAM behind its slot count, treat that as a warning. Start with the smallest resource tier that fits your peak concurrent players, then tune AI, corpse persistence and map choice before paying for more. When you are ready to compare real plans, look for stated RAM first and slot count second.

Compare the best Path of Titans server hosts

Path of Titans server FAQ

How much RAM does a Path of Titans server need?

There is no official Alderon RAM table for dedicated servers. A sensible starting point from hosts’ guidance is 4 GB for up to 10 players, 8 GB for up to 20, around 8-12 GB for 20-50 players, and about 16 GB for a server heading towards 100 players. Add headroom if you plan higher AI counts, a map mod or a busier public community.

How many players can a Path of Titans server hold?

Alderon’s example configuration shows MaxPlayers=100 and ReservedSlots=20. That does not mean every 100-slot plan is equally capable, because actual performance depends on RAM, CPU threads, map choice, AI settings and mods. Size the server for peak concurrent players rather than the highest slot number you can set.

Do mods need more RAM on a Path of Titans server?

Usually, yes. Ordinary content mods increase what the server has to check and load on boot, while a map mod raises the world baseline more sharply because it changes the whole map package. If you are adding a map mod to a plan that is already close to full load, moving up one size tier is the safer choice.

Can I host a Path of Titans server on my gaming PC?

You can, but Alderon says self-hosting requires a dedicated Windows or Linux machine, and that advice is sensible. The PC client already asks for 16 GB minimum and 32 GB recommended on PC, so the game and server can compete for the same memory and CPU time. It is workable for light use, but not the best base for a public crossplay community.

What ports does a Path of Titans server use?

The default game port is 7777 over UDP. Alderon also reserves 7778, uses 7779 for RCON, 7780 for stats and 7781 for Source Query when enabled. If the server is not appearing properly, check the whole 7777-7781 range rather than only the main game port.

More Path of Titans server guides

Compare hosts for your herd, or read up on server hardware.

Game updates, engine changes and host control panels do change over time. If your host’s current panel labels or file paths differ from the examples here, follow the host’s current instructions first and use this guide for the sizing logic behind them.