A dependable Insurgency: Sandstorm dedicated server should be planned around 4GB of RAM, at least two fast vCPU, and 50GB of SSD-backed storage. Measurements show that lighter workloads can run with 2GB of RAM and roughly 1.5 CPU cores, but enemy-heavy co-op, mods, operating-system overhead and future updates make that a floor rather than a comfortable target. There is no publisher-issued hardware table for the dedicated server, so these figures describe measured workloads and hosting guidance—not a guaranteed official specification.
The key sizing mistake is treating the game’s client requirements as server requirements. Server load depends more on bot count, simulation speed, player cap, mods and single-thread CPU performance than on graphics settings. The sections below separate measured server use from client specifications and show how to select a plan or self-hosted machine.
How much RAM does an Insurgency: Sandstorm dedicated server need?
Measured server profiles use about 2–3GB of RAM during normal play, while 4GB is a safer planning baseline for a hosted or self-managed machine. RE:NODE Team reported approximately 2GB for an eight-player Checkpoint co-op server, 3GB for high-enemy co-op, 2–3GB for 16–24-player PvP, and 3GB for 28-player PvP in its 2026 measurements. Those figures describe the game process and observed workload; they do not reserve memory for Linux or Windows, SteamCMD, monitoring, logs, scheduled jobs or mods.
| Workload | Observed or documented RAM | How to interpret it |
|---|---|---|
| Eight-player Checkpoint co-op | Approximately 2GB | Measured gameplay profile; ordinary bot counts |
| High-enemy co-op | Approximately 3GB | Enemy count increases simulation pressure |
| 16–24-player PvP | Approximately 2–3GB | Measured range, depending on configuration |
| 28-player PvP | Approximately 3GB | Measured upper player example |
| Idle process with no players | Approximately 1024M | Pelican Eggs figure; not a player-ready recommendation |
| Hosting documentation baseline | 4GB minimum | DeluxHost guidance, with room for the host environment |
If a plan advertises exactly 2GB, it may start a small co-op instance but can leave little room for map changes, workshop content, bursts during transitions or the operating system. Four gigabytes should be treated as planning headroom, not as an official New World Interactive requirement.
What CPU do I need for a 28-player Sandstorm server?
Prioritize fast single-thread performance over a large number of slow cores. RE:NODE’s measured profiles used about 1.5–2 cores and noted that the game thread is concentrated on a fast core; DeluxHost therefore recommends 2+ vCPU with good single-thread performance.
A 28-player PvP instance is not automatically the heaviest configuration. Co-op can be harder on the processor when MaximumEnemies is raised, because every additional bot adds movement, perception and combat simulation. Adding many low-frequency cores does not address that bottleneck as effectively as choosing fewer, faster cores.
CPU buying checklist
- Choose a modern host with documented single-thread performance rather than judging only the advertised core count.
- Reserve at least two strong vCPU for the game and leave capacity for the operating system and administration tools.
- Ask whether vCPU are shared or dedicated; noisy neighbors can reduce real-time consistency even when the nominal specification looks sufficient.
- For high-enemy co-op, test the actual enemy setting and watch the busiest moments, not just an empty server.
How much storage does a modded Sandstorm server require?
Storage figures describe different scopes, so they should not be treated as interchangeable. A Pelican Eggs README lists approximately 5632M for installation, RE:NODE recommends 15–20GB as a comfortable floor for a modded server, and DeluxHost allocates 50GB in its hosting guidance. The official PC listing specifies 40GB for the client and recommends an SSD.
| Scope | Capacity | What it covers |
|---|---|---|
| Bare server installation | Approximately 5632M | Pelican Eggs installation figure, before generous working headroom |
| Modded server floor | 15–20GB | RE:NODE recommendation for mods and routine working space |
| Provider allocation | 50GB | DeluxHost hosting guidance, giving update and mod headroom |
| Official PC client | 40GB | Saber Interactive and Steam client requirement |
Use SSD storage when available. It helps installation, updates, map or mod file operations and restart times, although no publisher document sets a dedicated-server SSD minimum. A 50GB allocation is useful because it leaves room for workshop downloads, backups and temporary update files without forcing you to delete content during maintenance.
Are the official PC requirements the same as dedicated-server requirements?
No. Saber Interactive’s official PC figures are for running the game client and rendering graphics, not for hosting a headless server. The minimum client configuration is 8GB RAM, an Intel i5-4440 or AMD FX-6300-class processor and 40GB storage; the recommended configuration is 16GB RAM, an Intel i7-8700 or Ryzen 7 2700-class processor, the same 40GB storage and an SSD.
Saber says its minimum build was benchmarked to achieve at least 60 frames per second more than 95% of the time during normal play on low settings. Its recommended build targets the same 60-FPS threshold more than 95% of the time on medium-high settings. Those benchmarks validate client gameplay performance; they do not establish how much memory or CPU a dedicated server process needs.
“New World Interactive publishes no official figures, so these come from measurement rather than a spec sheet.” — RE:NODE Team, 2026
What is a practical hardware target for self-hosting or a rental plan?
Use the following profile when you need a simple purchasing decision rather than a bare minimum.
| Component | Practical target | Reason |
|---|---|---|
| Memory | 4GB RAM | Covers measured 2–3GB workloads plus system and mod headroom |
| CPU | 2 or more fast vCPU | Matches hosting guidance and favors the concentrated game thread |
| Storage | 50GB SSD | Exceeds the modded working floor and leaves update space |
| Network exposure | Game and Steam query UDP ports available | Players and server browsers use separate traffic paths |
This is a planning target, not a publisher-certified requirement. A small, lightly populated co-op server may operate below it; a mod-heavy or bot-heavy instance may need more memory and CPU than this profile provides. If a provider sells several plans, compare the underlying CPU speed and storage policy instead of selecting by RAM alone.
How do co-op and PvP player counts change resource needs?
Checkpoint co-op is capped at eight human players, but its bot population can make it more demanding than a larger PvP match. PvP examples extend to 28 players, yet they generally avoid the same quantity of AI simulation.
Eight-player co-op
An ordinary Checkpoint setup is the lightest measured gameplay profile at about 2GB RAM and roughly 1.5 fast cores. Treat that as a workload observation, not permission to allocate only 2GB on a production host.
High-enemy co-op
Increasing enemy counts moves the measured profile toward 3GB RAM and about two cores. This is the configuration most likely to expose weak single-thread performance, even when the player count remains below the PvP cap.
16–24-player PvP
RE:NODE measured approximately 2–3GB RAM and 1.5–2 cores for this range. Map, ruleset, mods and server activity can shift the result, so leave capacity for peaks rather than sizing to the lower endpoint.
28-player PvP
The measured example used approximately 3GB RAM and two cores. A provider promising 28 slots should still state its CPU performance and whether the advertised memory is dedicated to your instance.
Which operating systems, files and ports does the server use?
The documented SteamCMD application ID is 581330. RE:NODE lists both a native Linux binary and a Windows executable, so either operating system can host the server when the provider supplies the required runtime and access.
Administrative INI files are stored in one of these paths:
- Linux:
Insurgency/Saved/Config/LinuxServer - Windows:
Insurgency/Saved/Config/WindowsServer
The default network assignments documented by the administrator guide and Pelican Eggs are UDP 27102 for game traffic and UDP 27131 for Steam queries. Open or forward both ports in the host firewall and router when applicable; opening only the game port can leave the instance unreachable through server-browser queries.
How do I install the dedicated server with SteamCMD?
SteamCMD is the documented distribution method. The exact service wrapper and startup executable vary by operating system, but the installation sequence is consistent:
- Install SteamCMD on the Linux or Windows host and create a dedicated directory for the server files.
- Run SteamCMD and sign in anonymously with
login anonymous. - Select the server directory with
force_install_dir <server-directory>. - Install or update the application with
app_update 581330 validate, then exit withquit. - Locate the generated
Insurgency/Saved/Config/LinuxServerorWindowsServerdirectory and edit the INI files for your rules, maps and enemy limits. - Permit UDP 27102 and UDP 27131 through the host firewall, then start the platform-appropriate server executable.
- Join from a separate client and verify that the server appears in the browser, accepts the intended player count and remains stable during a map change.
Keep the installation directory separate from backups. Before changing mods or enemy limits, copy the configuration files so a bad update or syntax error can be reversed quickly.
How should I compare dedicated-server hosting plans?
Price and slot count alone do not reveal whether a plan will run well. Use this checklist before ordering:
- Memory: at least 4GB is a sensible baseline; confirm whether it is dedicated or oversubscribed.
- CPU quality: request processor details or single-thread benchmarks, not only a vCPU number.
- Storage: 50GB SSD gives more room than the 15–20GB modded floor.
- Ports: verify that both UDP 27102 and UDP 27131 can be opened.
- Operating system: confirm Linux or Windows support and access to the corresponding configuration path.
- Backups and updates: check whether snapshots, automated restarts and SteamCMD updates are included or must be configured manually.
- Player and bot limits: make sure the advertised slot count matches your intended PvP cap or co-op enemy settings.
Is 4GB RAM enough for an Insurgency: Sandstorm server?
Yes, 4GB is a reasonable starting allocation for the measured workloads and a safer purchase than a 2GB plan. It is not a guarantee for every mod combination or unusually high enemy count: those configurations can consume the available margin and make CPU speed the next constraint. Monitor memory and CPU during the busiest scenario you intend to run, then resize rather than relying on an idle reading.
What are the most common sizing mistakes?
- Using the 16GB client recommendation as a server requirement: that number targets client graphics performance and is not a dedicated-server measurement.
- Choosing by player slots only: eight co-op players can generate more CPU work than a larger PvP match when bot counts are high.
- Buying many slow cores: the measured profiles emphasize a fast single core, so extra low-frequency vCPU may not cure simulation stalls.
- Allocating only the bare install size: 5632M may install the server, but mods, updates, logs and backups require working space.
- Forgetting the query port: a server can be running while absent from browser listings if UDP 27131 is blocked.
How do I diagnose lag, crashes or a server that does not appear?
| Symptom | Likely first check | Corrective action |
|---|---|---|
| Server disappears from the browser | UDP query path | Allow and forward UDP 27131, then confirm the process is listening |
| Players time out while joining | Game traffic path | Allow UDP 27102 in the host and router firewall |
| Stutter during bot-heavy waves | Single-thread CPU saturation | Reduce enemy count or move to a faster CPU; adding slow cores may not help |
| Crashes after adding mods | Storage and configuration | Check free SSD space, validate the installation and restore the last known-good INI files |
| Process stops when several players join | Memory headroom | Measure peak RAM, stop unrelated services or move to a 4GB-or-larger allocation |
Frequently Asked Questions
Can I run the dedicated server on the same PC that I use to play?
It is technically possible, but the client and server compete for CPU, memory and storage access. Treat the combined workload as a separate capacity test and expect less predictable performance than an isolated host.
Does a higher MaximumEnemies value require more RAM or more CPU?
It primarily increases CPU work because more bots must be simulated, although memory use can rise as the active world becomes more complex. The measured guidance identifies enemy count and single-thread speed as the main constraints, so test both before committing to a setting.
Should I choose Linux or Windows for the server?
Both platforms have documented server binaries and their own configuration-directory names. Choose the one you can patch, firewall and monitor confidently, or the one your hosting provider supports with automated updates.
Is an SSD mandatory for a dedicated server?
No publisher minimum requires one for the server process. SSD storage is still preferable for faster installation, updates, map or mod operations and restarts, and it is part of the official recommended client configuration.