The 7 Days to Die dedicated server defaults to 8 concurrent players, but the cap is just a configurable property — there's no hardcoded ceiling. Whether you can sustain 16, 24, or more players is a hardware-and-tuning question, not a license question. This guide covers the property to change, the related settings that scale alongside player count, and the hardware reality of pushing past the defaults.
In serverconfig.xml:
<property name="ServerMaxPlayerCount" value="8" />
The default is 8. Increase it to whatever number you intend to support. The server will accept connections up to that count and refuse the next one with "server full". The number itself is just a gate — it doesn't allocate anything proactively. The actual cost shows up at runtime as more players load chunks, more entities exist, and the worst-case Blood Moon spawn count grows.
Raising ServerMaxPlayerCount alone gives you nothing. The settings below interact and need to be tuned together.
| Property | Default | Why it matters at scale |
|---|---|---|
ServerMaxPlayerCount | 8 | The hard upper bound. Set first, then tune the rest. |
ServerMaxAllowedViewDistance | 12 (range 6–12) | Controls how far each client can ask the server to render around them. Each chunk loaded is RAM and CPU. Lowering this from 12 to 8 or 9 on busy servers is the single biggest scaling win — the in-XML comment notes "high impact on memory usage and performance". |
MaxSpawnedZombies | 64 | Hard cap across the map. Default ties exactly to BloodMoonEnemyCount × 8 players; increase as your roster grows but be aware each additional zombie has steady CPU cost. |
BloodMoonEnemyCount | 8 | Per-player concurrent cap during Blood Moons. See Balancing the Blood Moon for the layered-cap interaction. |
LandClaimCount | 1 | One claim per player. With more players, "all the good claim spots are taken" emerges as a social problem; consider raising to 2 if your map is big. |
The view-distance setting is the underrated lever. Going from 12 to 8 reduces the rendered chunk area to ~44% of its prior size — RAM and CPU drop accordingly, and most players can't tell the difference in practice.
There's no published official "this many players needs this much CPU" table from The Fun Pimps, and benchmarks vary by mod set, view distance, and player behavior. What you can plan for:
These are starting points to test against, not absolute thresholds. Monitor RAM, CPU tick time, and player feedback after each adjustment.
| Target capacity | Suggested settings | Hardware floor |
|---|---|---|
| 4–8 players (defaults work) | Defaults | 4 cores modern CPU, 8 GB RAM, SSD |
| 9–16 players | ServerMaxPlayerCount=16, ServerMaxAllowedViewDistance=10, MaxSpawnedZombies=80 | 6 cores high single-thread, 16 GB RAM |
| 17–32 players | ServerMaxPlayerCount=32, ServerMaxAllowedViewDistance=8, MaxSpawnedZombies=100, BloodMoonEnemyCount=4 | 8+ cores high single-thread, 32 GB RAM, dedicated CPU host |
| 32+ players | Same as above; consider running multiple smaller servers instead — at this point you're past the practical sweet spot of one Unity simulation thread. | This is unusual for 7D2D; verify the use case before throwing hardware at it. |
Symptoms when you're past your capacity envelope:
journalctl or the log (slow disk).The diagnostic flow:
mem and chunkcache over telnet to see live load (see Admin Command Deep Dive).ServerMaxAllowedViewDistance by 2 first — usually the biggest single-step relief.BloodMoonEnemyCount per player.ServerMaxPlayerCount to whatever your hardware actually sustains, and tell the truth in your community announcement.serverconfig.xml reference