# Subnautica 2 Dedicated Server Setup (/docs/subnautica-2/dedicated-server-setup)



import { Callout } from "fumadocs-ui/components/callout";
import { Steps, Step } from "fumadocs-ui/components/steps";

This guide explains what your Subnautica 2 server actually runs, what we set up for you, and what you'll do from the panel.

What we deploy for you [#what-we-deploy-for-you]

Every Subnautica 2 plan ships with:

* **Windows host** — Beacon does not support Linux or Wine. Your server runs on a managed Windows host in your chosen datacenter region.
* **Retail Subnautica 2** — installed via SteamCMD with a licensed account on our infrastructure.
* **[UE4SS](https://github.com/UE4SS-RE/RE-UE4SS)** — Unreal Engine 5 scripting/modding framework. Required for Beacon to inject into Subnautica 2.
* **[Beacon](https://github.com/HumanGenome/Beacon) + BeaconServer** — the open-source community framework that turns Subnautica 2 into a real dedicated server. MIT-licensed.
* **Firewall configuration** — all four required ports open on our infrastructure.
* **Save snapshots enabled** — Beacon writes atomic snapshots so you can roll back.
* **DDoS protection** — included on all plans.

<Callout type="info">
  **You do not need to install retail Subnautica 2 on the host yourself.** That step is handled when your plan is provisioned. You only need the **Beacon Launcher** on your own client PC to join — see the [join guide](/docs/subnautica-2/join-server).
</Callout>

Port layout [#port-layout]

Beacon uses four ports, offset from your **GameplayPort** (default `27015`):

| Port             | Protocol | Purpose                                 |
| ---------------- | -------- | --------------------------------------- |
| GameplayPort     | UDP      | Subnautica 2 gameplay (UE5 IpNetDriver) |
| GameplayPort + 2 | UDP      | Source A2S query                        |
| GameplayPort + 3 | TCP      | Source RCON                             |
| GameplayPort + 4 | TCP      | Beacon admin HTTP API                   |

Your panel shows the exact GameplayPort assigned to your server. Share **IP:GameplayPort** with friends — that's all they need.

Step-by-step [#step-by-step]

<Steps>
  <Step>
    Order a plan [#order-a-plan]

    Pick a plan size and datacenter region on the [Subnautica 2 server hosting page](https://xgamingserver.com/subnautica-server-hosting). At checkout, choose "Subnautica 2" as your game.
  </Step>

  <Step>
    Wait for provisioning (~5 minutes) [#wait-for-provisioning-5-minutes]

    We install Beacon, retail Subnautica 2, and UE4SS on a Windows host in your chosen region. Your panel becomes available with the server IP and assigned ports.
  </Step>

  <Step>
    (Optional) Customize via the panel [#optional-customize-via-the-panel]

    From the panel **File Manager**, open Beacon's `appsettings.json` to tweak settings. The most common edits:

    * `ServerName` — shown in your panel and in the Beacon Launcher's saved-servers list
    * `MaxPlayers` — default 4, max 8 (Beacon's hard cap)
    * `RconPassword` — used by Source RCON clients and the Beacon HTTP API
    * `ServerPassword` — optional join password; leave empty to disable
    * `SnapshotsEnabled` — `true` by default; controls automatic save snapshots

    See the full [appsettings.json reference](/docs/subnautica-2/configure-your-server) for every key.

    After editing, restart the server from the panel **Dashboard**.
  </Step>

  <Step>
    Share IP and port with friends [#share-ip-and-port-with-friends]

    Grab the IP and GameplayPort from your panel and share them with friends.
  </Step>

  <Step>
    Friends install the Beacon Launcher [#friends-install-the-beacon-launcher]

    Each friend downloads the free Beacon Launcher from [github.com/HumanGenome/Beacon/releases](https://github.com/HumanGenome/Beacon/releases) and points it at retail Subnautica 2 (their own copy, on their own PC). They paste your `IP:port` in the launcher and connect.

    See the [join guide](/docs/subnautica-2/join-server) for the client side.
  </Step>
</Steps>

What's not dedicated server functionality [#whats-not-dedicated-server-functionality]

Some Subnautica 2 features are tied to peer-to-peer that won't apply to dedicated hosting:

* **Stock 4-player lobby:** Beacon replaces this. Friends never see the in-game "host a co-op session" UI — they join by IP/port via the launcher.
* **In-game friend invites:** also bypassed. Friends use your IP/port instead of a Steam/Epic invite.
* **Host migration:** N/A — there's no host PC, the server is always-on.

When Unknown Worlds ships official dedicated server tools [#when-unknown-worlds-ships-official-dedicated-server-tools]

Unknown Worlds has confirmed dedicated server support is planned during Subnautica 2's Early Access. When they ship the binary:

1. We'll migrate your plan from Beacon to the official server format
2. Your save will be carried over (we'll handle world data migration)
3. Your IP, port, subscription, and hardware all stay the same
4. No extra cost, no upgrade fee, no manual migration
5. Beacon may still remain available if you want community mods that the official server doesn't support

These docs will be updated when that happens.

Related [#related]

* [Join via Beacon Launcher (client side) →](/docs/subnautica-2/join-server)
* [appsettings.json reference →](/docs/subnautica-2/configure-your-server)
* [Player slots / MaxPlayers →](/docs/subnautica-2/player-slots)
* [Troubleshooting →](/docs/subnautica-2/troubleshooting)
* [Beacon GitHub →](https://github.com/HumanGenome/Beacon)
