SCUM Server Requirements: RAM and Player Slots Explained
A SCUM server needs 8GB of RAM before a single prisoner logs in, because the island never stops simulating. Here is what the published figures mean, how players multiply the load, and how to size RAM and slots for your community without paying for capacity you will never use.
SCUM needs at least 8GB of RAM to start. An empty server already holds the whole island in memory, and the load grows with players and with the save.
scum.MaxPlayers limits how many people can connect at once. It does not reserve CPU or RAM for that many players, and a launch argument can override the value in the config.
The server idles at a lower tick rate with nobody online, then runs faster once at least one player connects. That shift raises main-thread CPU demand straight away.
When SCUM hits character-spawn limits, it removes low-priority puppets and clamps encounters before it falls over. The result is usually thinner spawns, not an immediate crash.
The published figures, and what they actually mean
The official numbers for a SCUM dedicated server are a starting point, not a full sizing guide. The server is a separate free Steam app, runs from SCUM\Binaries\Win64\SCUMServer.exe, and is 64-bit Windows only. If you rent on a Linux host, the usual approach is Wine or another compatibility layer rather than a native Linux build. If you want the broader logic behind CPU, RAM, disk and bandwidth choices, this is the same pattern covered in how game server hardware requirements work.
| Resource | What SCUM needs | Why it matters |
|---|---|---|
| RAM | At least 8GB to start; rises with players, settings and mods | RAM holds the world state, active characters, vehicles, bases, items and server-side systems. More players and looser spawn caps keep more data live at once. |
| Operating system | 64-bit Windows only for the dedicated server; Linux hosts use Wine or similar | The server executable is a Windows binary, so Linux support is indirect. That affects plan choice if you self-host or rent on Linux infrastructure. |
| Disk | Create the server folder on a volume with at least 15GB free; server files were about 8GB at the 1.0 launch and are larger now | You need room for the game files, the save database, logs, updates and backups. Tight disk space causes failed updates and awkward recovery work. |
| CPU | No official figure is published | For an Unreal dedicated server, the main game thread and tick rate matter more than a vague “core count” number. Strong per-core speed keeps simulation and replication steady as players join. |
| Network | UDP 7777, 7778 and 7779; optional TCP 7777 for RCON | These handle gameplay traffic, the raw UDP socket and the Steam server browser query. If they are blocked or mis-set, the server may run but stay invisible. |
Do not confuse that with the Steam client requirements for players’ PCs. The client minimum mentions 16GB RAM and 80GB storage, but those are for running the game locally, not for hosting the dedicated server.
The chart puts the start-up figure next to what a SCUM server actually holds while idle, and next to the disk space you need today.
Why an empty SCUM server already uses so much
SCUM is not a lobby server that sits nearly empty until players arrive. It is a persistent island, and the island is large: a 225 square kilometre map with systems that continue to exist between sessions. Even with nobody connected, the server still has to keep the world loaded enough to manage its rules, the save state and the background simulation. That is why the setup documentation says the server needs 8GB just to start, and why one Linux host reports about 10.6GB in use on an idle server with nobody connected.
The first CPU clue is the tick rate. By default, scum.MinServerTickRate is 5 Hz when no player is connected, while scum.MaxServerTickRate is 30 Hz once at least one player is online. In plain terms, the empty server is doing fewer update cycles per second to save CPU. The moment somebody joins, the server begins stepping the world much more often. That raises demand on the main game thread before you have even filled many slots.
RAM use also makes more sense once you think in world objects rather than players. Puppets, animals, vehicles, bases and items all have to exist somewhere in server state, even when nobody is standing next to them. SCUM virtualises items that are far from players, which keeps them out of the live simulation, but the save still has to track everything that exists.
Disk ties into this through SCUM.db, the SQLite save database stored under SCUM/Saved/SaveFiles/. As your community leaves behind more vehicles, more base elements and more general clutter, the save grows. Bigger saves do not just cost storage; they can also mean more memory pressure and heavier save-related disk activity over time.
How player count multiplies the load
Player count does not only add a little network traffic per person. In SCUM it can directly increase how many AI characters the server is trying to support around them. The encounter system uses this formula: standard number + (players – 1) × extra per player × multiplier. The default multiplier is 1, and the base encounter size depends on zone: low threat zones start at 1-2 characters, medium at 2-3, and high at 4-5.
That matters because a squad does not cost the same as four lone players who log in one at a time. More people together can ask the server to create larger encounters in one area, while many people spread across the map can make the server keep more parts of the world busy at once. Hordes scale by the same per-player logic through scum.EncounterHordeExtraCharacterPerPlayerMultiplier.
There is also a wider world cap: scum.MaxAllowedCharacters defaults to -1, which means the game default of 128 characters in the world. That pool covers players, NPCs, mechs, animals and puppets together, with high threat zones counted separately. Do the arithmetic for a busy server: with 64 players online at the default slot cap, players alone would fill half of that budget, leaving less room for the puppets and animals that make the island feel alive. If you raise it, you give the server permission to hold more active characters, which increases RAM use and adds more work to the main thread each tick.
When the server reaches its spawn limits, SCUM tries to stay alive by design. scum.EncounterCanRemoveLowPriorityCharacters=True lets it remove inactive puppets further from players so new ones can spawn where they matter. scum.EncounterCanClampCharacterNumWhenOutOfResources=True lets it cut an encounter down to its minimum. That is why overloaded servers often feel oddly empty rather than crashing straight away: the game is shedding spawn load first.
Here is how the same rules play out for a lone player, a squad and a spread-out community.
4–5 characters
extra per player × 1
running across the island
- Inactive puppets far from players are removed so new ones can spawn
- Encounters can be clamped to their minimum size
- Hordes scale per player by the same formula
Player slots explained: cap, not reservation
SCUM’s player-slot setting is simple in one sense and misleading in another. scum.MaxPlayers defaults to 64, and the allowed range is 1-128. That number is only the maximum simultaneous connections the server will accept. It does not pre-allocate a fixed amount of RAM per slot, and it does not guarantee the server has enough CPU headroom to run well at that population.
There is one extra catch that causes a lot of confusion: the launch argument overrides the config file. If the server starts with SCUMServer.exe -log -port=7777 -MaxPlayers=64, that command-line value wins over the scum.MaxPlayers value in ServerSettings.ini. So if you edit the file and nothing changes, check the launch line or your host panel’s start-up options first.
This is also why host plans can look inconsistent. Some sell by slots, some by RAM, and some tie the two together. The safer way to read them is to treat slots as a ceiling and RAM as the real performance budget. If you want a clearer picture of that packaging difference, read our explainer on slot-based versus RAM-based pricing.
- Set the cap to your realistic peak, not the biggest number the panel allows.
- If your group is a private squad, a high public slot cap just invites load you did not size for.
- If you run events, leave room for the event peak rather than the weekly average.
RAM by community size: pick for your actual peak
The practical way to size a SCUM server is to start from your community pattern, then move up only when your save, mods or settings justify it. Host plans on the market range from 6GB to 48GB and from 10 to 128 slots, but the useful part is how providers tend to pair memory with expected activity. One player-based example sizes 12 players with 12GB, 24 players with 14GB, and 36 or more players with 16GB or more. That lines up with our own guidance below.
| Community size | Sensible RAM starting point | When to move up a tier | Slot cap approach |
|---|---|---|---|
| Private squad of 4-10 | 8GB to start | If you add hand-installed mods, keep lots of long-lived vehicles, build heavily or raise character-related limits | Keep MaxPlayers close to the real group size, with a little headroom for friends joining together |
| Active community of 10-30 | 12-16GB | If the server is busy across different parts of the map, bases grow, bots read logs, or encounter settings are raised | Size for your real concurrent peak, not total Discord members |
| Large public server of 40+ | 16GB or more | If you push spawn caps, character caps, vehicle numbers or modded content beyond default assumptions | Do not advertise more slots than your CPU and RAM can sustain at busy times |
What pushes RAM up fastest is persistent world clutter: bases, vehicles, stored items, old player data and any modded systems you bolt on top. SCUM has no Steam Workshop support. Mods are installed by hand through FTP, often with the UE4SS framework, every player needs the same client mods, and some mods use far more memory than others. If you plan a modded server, size up from the start rather than after the first crash.
The chart lines up one host’s player-based SCUM plans with our community bands, so you can see where your group sits.
The settings that change the resource bill
SCUM exposes enough world settings that you can make a modest server feel busy or make a strong server work much harder than it needs to. The rule is simple: change one thing at a time, stop the server before editing, and restart afterwards because the file is read at start-up. Keep defaults unless you have a clear reason to move them.
| Setting | Default | What it changes | Main resource cost and trade-off |
|---|---|---|---|
scum.MaxAllowedPuppets | -1 | Maximum zombies existing at the same time | Higher values cost RAM and main-thread CPU. Players get a denser world, but busy hours can become less stable. |
scum.MaxAllowedNPCs | -1 | Maximum armed NPCs | More live NPCs mean more AI work and more replication to players nearby. Lowering it lightens CPU but reduces world pressure. |
scum.MaxAllowedCharacters | -1 = 128 | Total cap across players, NPCs, mechs, animals and puppets | Raising it lets the world hold more characters overall, which costs RAM and CPU. Players notice fuller areas; the server notices it at peak times. |
scum.EncounterExtraCharacterPerPlayerMultiplier | 1.000000 | Extra encounter size per additional player | Higher values increase AI count around groups. The trade-off is more action for squads versus higher CPU spikes when several players bunch together. |
scum.EncounterHordeExtraCharacterPerPlayerMultiplier | 1.000000 | Extra horde size per additional player | Same pattern as encounters: more intensity for players, more main-thread work for the server. |
scum.LaikaMaxAmount / scum.LaikaMaxFunctionalAmount | 50 / 20 | Vehicle count and usable count for that type | More vehicles enlarge the persistent world and save. Lower values reduce disk growth and memory pressure, but vehicles become rarer. |
scum.MaximumTimeOfVehicleInactivity | 240:00:00 (10 days) | How long inactive vehicles stay before removal | Longer times preserve abandoned vehicles but grow save clutter. Shorter cleanup keeps the world leaner. |
scum.MaximumAmountOfElementsPerFlag | 100 | Base elements per flag | Higher values increase persistent base complexity, affecting RAM, save size and disk activity. Players get larger bases but pay with heavier world state. |
scum.ExtraElementsPerFlagForAdditionalSquadMember | 25 | Extra base elements per extra squad member | Useful for groups, but large organised squads can multiply base persistence quickly. |
scum.BaseElementsDecayRateMultiplier | 1 = 672 hours base decay | Base decay speed | Lower effective decay means more old structures remain, which grows the save. Faster decay trims clutter but demands more upkeep from players. |
scum.MaxServerTickRate | 30 | Tick rate with at least one player connected | Higher tick rates cost more CPU on the main thread. Lowering it can reduce strain, but simulation and responsiveness feel less sharp. |
Two settings that often get misread are the spawn-limit safety valves. Leaving scum.EncounterCanRemoveLowPriorityCharacters and scum.EncounterCanClampCharacterNumWhenOutOfResources on means the server will cut spawn pressure when it is short of room. That helps stability, but the player-facing trade-off is a world that feels thinner during peak times.
For replication range, the cull distance overrides (scum.PuppetCullDistanceOverride, scum.ArmedNPCNetCullDistanceOverride and scum.AnimalNetCullDistanceOverride) for puppets, armed NPCs and animals default to -1. Pushing replication farther means players can receive those entities from further away, which increases bandwidth and some server work. The gain is fewer visible pop-ins; the cost is more traffic and more to manage per client. Item virtualisation settings exist too, but unless you know exactly why you are changing them, leave them alone.
This is what those defaults look like in SCUM\Saved\Config\WindowsServer\ServerSettings.ini. Your own file has many more keys, and Gamepires adds or removes settings with its roughly monthly feature updates, so search your file for a key before you change it.
[General] scum.MaxPlayers=64 scum.MinServerTickRate=5 scum.MaxServerTickRate=30 [World] scum.MaxAllowedCharacters=-1 scum.MaxAllowedPuppets=-1 scum.MaxAllowedNPCs=-1 scum.EncounterExtraCharacterPerPlayerMultiplier=1.000000 scum.EncounterHordeExtraCharacterPerPlayerMultiplier=1.000000 scum.EncounterCanRemoveLowPriorityCharacters=True scum.EncounterCanClampCharacterNumWhenOutOfResources=True [Vehicles] scum.MaximumTimeOfVehicleInactivity=240:00:00 scum.LaikaMaxAmount=50 scum.LaikaMaxFunctionalAmount=20 [Features] scum.MaximumAmountOfElementsPerFlag=100 scum.ExtraElementsPerFlagForAdditionalSquadMember=25 scum.BaseElementsDecayRateMultiplier=1.000000
CPU and storage: where smooth servers usually win
There is no official CPU figure for SCUM’s dedicated server, and that is sensible because the important part is not a single headline number. What matters most is how well one core can keep the main game thread moving at the active tick rate while handling AI, world updates and replication. If a server struggles only when players cluster into fights, compounds or high-threat areas, that points more towards tick-time CPU pressure than towards raw slot count.
You can sometimes tune around that by lowering character pressure or being more conservative with world persistence, but there is a limit. If you already run sensible settings and still get rubber-banding at peak times, stronger per-core CPU performance is the upgrade that usually changes the feel of the server most.
On storage, SCUM benefits from SSD or NVMe not because average gameplay constantly streams huge files, but because persistent data has to be written and maintained reliably. The save database is SCUM.db, a SQLite database running in WAL mode, so copy it only with the server stopped. Plan disk headroom for the install itself, monthly feature updates, and game server backups. If the drive is nearly full, updates and restore work become much riskier than they need to be.
Self-host or rent for SCUM?
Self-hosting can work well for a private group, but SCUM is not the lightest game to leave running at home. The server is Windows only, needs 8GB just to start, needs the Visual C++ redistributables and DirectX End-User Runtimes from _CommonRedist, and it still uses CPU while idle because the world never fully disappears. If you want the general pros and cons first, start with our guide to self-hosting a game server.
| SCUM-specific point | Home PC | Rented plan |
|---|---|---|
| Operating system | Best fit if you already have a spare Windows machine | Usually managed for you; Linux-based hosts normally run it under a compatibility layer |
| RAM overhead | The server needs its own memory budget and Windows needs memory too | Easier to buy a plan sized around the server alone |
| Networking | You must forward UDP 7777, 7778 and 7779, and optional TCP 7777 for RCON | Ports are normally pre-arranged in the panel |
| Availability | Depends on your PC staying on and stable | Better if you want the server online all the time |
| Latency for friends | Good only if your home location suits the whole group | Usually easier to place near your players; see how server location affects ping |
| Updates and backups | You manage them yourself | Often simpler through the host’s tools, though you still need your own routine |
For a private squad, self-hosting is often about convenience versus hassle. For an active public server, rented hosting usually makes more sense because SCUM’s persistent world keeps asking for RAM, storage headroom and steady CPU time even outside peak hours.
If you are comparing rented options, look for strong CPU performance, enough RAM for your save to grow, fast storage for updates and backups, and a location that suits your players. Our comparison narrows that down to SCUM-specific plans rather than generic game hosting.
Compare the best SCUM server hostsSymptom, likely cause, first fix
| Symptom | Likely cause | First fix |
|---|---|---|
| Server will not start or crashes on boot | Too little RAM, or the machine is already short before SCUM even starts | Give the server at least 8GB of its own, with headroom above that; if self-hosting, remember Windows needs memory too. Check that the Visual C++ and DirectX runtimes from _CommonRedist are installed |
| Rubber-banding when many players are online | Main-thread CPU pressure from more active AI, encounters, hordes and world replication | Reduce character pressure first: keep default encounter multipliers, avoid raising character caps, and only then look at a stronger CPU plan |
| Puppets vanish or hordes feel small on a busy server | Spawn limit reached, so SCUM removes low-priority characters or clamps encounters by design | Accept this as a protection mechanism first; if it happens too often, review MaxAllowedCharacters and overall world load rather than just adding slots |
| Server not showing in the browser | Query port problem | Check UDP 7779 is open and correctly mapped; when running locally, the query port cannot be between 27020 and 27050 |
| Memory use climbs over days | Persistent world growth from vehicles, bases, items and general save bloat | Review vehicle inactivity cleanup, base limits and restart routine; keep an eye on how fast the save is growing |
| Slot limit ignored | -MaxPlayers on the command line is overriding the config or panel field | Check the launch options first, then the generated ServerSettings.ini |
| Edits revert after restart | You edited while the server was running, or the host panel rewrote the file | Stop the server, edit the generated file, save, then start again; if the panel has its own settings form, use that instead |
Quick sizing checklist
- Decide your real concurrent peak: private squad, active community or large public server.
- Set
MaxPlayersto that peak, not the highest number that looks impressive. - Start from 8GB only for a small private server; treat 12-16GB as the normal range for a busy community.
- Keep default character and encounter settings unless you have a clear design reason to raise them.
- Remember that vehicles, bases and long-lived items cost disk and RAM over time, not just on day one.
- Prefer strong per-core CPU performance over chasing an arbitrary slot figure.
- Leave disk headroom for updates, logs and backups, not just the current install size.
- If self-hosting, forward UDP 7777, 7778 and 7779 and plan around the server’s idle resource use as well as peak use.
- After each change, judge the result by busy-hour behaviour: smoother movement, fewer spawn complaints, faster restarts and stable browser visibility.
SCUM server FAQ
How much RAM does a SCUM server need?
The official floor is 8GB just to start the dedicated server. In practice, that suits a small private group as a starting point, while active communities usually want 12-16GB and larger public servers should plan on 16GB or more. The main reason is that RAM use grows with players, world settings, mods and the amount of persistent clutter in the save.
Is 8GB enough for a SCUM server?
It can be enough for a private squad if you keep settings sensible and do not let the world fill up with bases, vehicles and added systems. It is not the whole story, because SCUM already uses substantial memory when empty and shifts to a higher active tick rate as soon as a player joins. If you expect regular busy periods, 8GB is a floor, not a comfort zone.
How many players can a SCUM server hold?
The default scum.MaxPlayers value is 64, and the allowed range is 1-128. That is only the simultaneous connection cap, not a promise that the machine can run well with that many players. Real capacity depends on CPU speed, RAM, world settings, and how widely your players spread across the map.
Does SCUM need a fast CPU for a dedicated server?
Yes, more for per-core speed than for a headline core count. SCUM runs on an Unreal dedicated server model where the main game thread and tick rate matter, especially once players join and the server moves from the lower idle tick to the higher active tick. A faster CPU core helps most when players gather, fights intensify and the server has to process more AI and replication work each tick.
Can I run a SCUM server on Linux?
Not as a native Linux dedicated server, because the official executable is Windows only. Linux hosts can still run SCUM through Wine or another compatibility layer, which is common on rented platforms. If you self-host and want the simplest route, a Windows machine is the direct fit.
More SCUM server help
The host comparison, plus the explainers behind RAM, slots and server location.
Figures checked against the SCUM dedicated server setup documentation and a current ServerSettings.ini in November 2026. Gamepires ships feature updates roughly monthly and host panels label settings differently, so check your own generated file and follow your host’s current panel where it differs.