Garry’s Mod Server Hosting: How to Set Up and Run Your Own GMod Server
Garry’s Mod is less a game than a sandbox with the walls knocked out. One night it’s DarkRP and someone’s running a pixel-art coffee shop; the next it’s Trouble in Terrorist Town, Prop Hunt, a physics contraption the size of a football field, or a gamemode a stranger wrote last Tuesday. That freedom is the whole point — and it’s exactly why running your own server beats renting a slot on someone else’s. On your own box, *you* pick the gamemode, *you* curate the Workshop collection, and *you* decide who gets admin.
The catch is that “your own GMod server” quietly means two separate jobs: setting it up (installing the server, writing the config, loading addons) and hosting it (keeping it online, fast, and reachable 24/7 while you sleep). This guide covers both, start to finish. This article is part of our complete guide to game server hosting.
Key Takeaways
• A GMod dedicated server runs the game world on its own always-on machine — separate from any player’s client — so friends can join anytime, whether you’re online or not.
• You install the server files with SteamCMD, Valve’s command-line tool, using GMod’s dedicated-server app ID (4020).
• You shape the server throughserver.cfg(name, password, gamemode, defaults) and a launch command that sets the map, gamemode, and player slots.
• Addons come from the Steam Workshop via a collection tied to your API key — the cleanest way to push mods and gamemodes to everyone who connects.
• GMod’s default game traffic runs on UDP 27015; that port has to be open and forwarded for anyone outside your network to connect.
What is a Garry’s Mod dedicated server, and why host your own?
When you host a multiplayer game straight from the in-game Create Multiplayer menu, you’re running a *listen server* — the game world lives inside your own client. It works, but it dies the moment you close GMod, it fights your client for CPU, and everyone’s ping is chained to your home connection.
A dedicated server is a separate program (srcds, the Source Dedicated Server) that runs the world with no attached player. Nobody has to “own” the session. It stays up when you log off, it isn’t juggling a game window and a server at once, and — hosted properly — it sits on a machine built to stay online.
That distinction is the whole reason people search for GMod hosting. A listen server is fine for a two-hour session with one friend. The instant you want a *persistent* community — a server with a name, a fixed IP, saved addons, and players who drop in on their own schedule — you need a dedicated server that’s always running. That’s a hosting question as much as a setup one.
What do you need before you set up a GMod server?
Before touching a command line, get these in order:
- A machine to run it on. A spare PC, a home server, or — the option most communities land on — a VPS. GMod is lighter than something like a heavy Minecraft modpack, but a busy sandbox with lots of props and a big addon list is genuinely demanding on a single CPU core.
- SteamCMD. The command-line Steam client that downloads and updates dedicated-server files. It’s a free, tiny download from Valve.
- A Steam Web API key. Needed if you want the server to auto-download a Workshop addon collection (which you almost certainly do). You generate one for free from your Steam account.
- Network access to the ports. You need to be able to open and forward the server’s ports — UDP 27015 for game traffic being the essential one.
- A little comfort with a terminal. GMod’s dedicated server is configured through text files and a launch command. No GUI required, and this guide gives you the exact lines.
You do *not* need to own a second copy of Garry’s Mod to run a dedicated server — the server files are free through SteamCMD. You only need to own the game to *play*.
How do you install a GMod server with SteamCMD?
SteamCMD does the heavy lifting. The pattern is identical on Windows and Linux; only the paths differ. Here’s the full sequence.
- Install SteamCMD on the host machine. On Linux you’d typically drop it in a dedicated directory; on Windows you extract it to a folder like
C:\steamcmd. Run it once so it self-updates.
- Launch SteamCMD and log in anonymously. GMod’s dedicated server allows anonymous downloads, so you don’t need to expose your real Steam credentials:
./steamcmd.sh +login anonymous
- Set the install directory and download the server using GMod’s app ID, 4020. This grabs the full dedicated-server package:
force_install_dir ./gmod-server
app_update 4020 validate
quit
The validate flag tells Steam to verify every file — worth the extra minute on a first install and any time an update looks incomplete. On a slower connection this download takes a while; it’s a full game server, not a patch.
- Start the server once the download finishes. From inside the install directory, the launch command sets your map, gamemode, and slot count in one line:
./srcds_run -game garrysmod +gamemode sandbox +map gm_construct +maxplayers 16
On Windows the binary is srcds.exe (often launched through a .bat file with the same flags). That single command boots a working sandbox server on gm_construct for up to 16 players. If it starts cleanly and prints its status without errors, the install worked — everything from here is configuration.
To update the server later, you just re-run the app_update 4020 step. GMod pushes updates regularly, and a server running old files often refuses connections until it’s patched, so make updating a habit.
How do you configure a GMod server with server.cfg?
Your launch command handles the *startup* choices (map, gamemode, slots). Everything else — the server’s identity and defaults — lives in server.cfg, found in garrysmod/cfg/. The server reads this file every time the map loads.
A sensible starting server.cfg looks like this:
hostname "My GMod Sandbox — DarazHost"
sv_password ""
rcon_password "choose-a-strong-password-here"
sv_lan 0
gamemode "sandbox"
sv_loadingurl ""
sbox_maxprops 200
sbox_noclip 1
A few of those lines earn their keep:
hostnameis the name players see in the server browser. Make it distinct.sv_passwordgates the server behind a password. Leave it empty ("") for a public server; set a value to make it private.rcon_passwordenables remote admin console access. Set a strong one and never leave it blank — a blank RCON password on a public server is an open door.sv_lan 0tells the server it’s internet-facing, not LAN-only. Set it to1only for a purely local game.sbox_maxpropscaps how many props each player can spawn — your first and best defense against a lag-bomb sandbox.
Keep server.cfg lean and readable. It’s the file you’ll come back to most, and a tidy config is one you can actually debug at 1 a.m. when something’s misbehaving.
How do you add gamemodes and addons from the Workshop?
Gamemodes are what turn “a physics sandbox” into DarkRP, TTT, Prop Hunt, or Murder. Some ship with the server; most come from the Steam Workshop, and that’s also where nearly every addon, map pack, and model lives.
The clean, scalable way to manage addons is a Workshop collection:
- Create a Steam Workshop collection and add every addon and gamemode you want the server to run.
- Note the collection’s numeric ID (it’s in the collection’s URL).
- Generate a Steam Web API key from your Steam account.
- Add both to your server’s launch command so it auto-downloads the whole collection on boot and pushes it to connecting players:
./srcds_run -game garrysmod +gamemode terrortown +map ttt_minecraft_b5 \
+host_workshop_collection 123456789 -authkey YOUR_API_KEY +maxplayers 24
+host_workshop_collection points at your collection ID, -authkey supplies your API key, and +gamemode selects which installed gamemode actually runs. Update the collection on Steam and every server restart pulls the changes — no manual file shuffling.
For a custom gamemode not on the Workshop, you drop its folder into garrysmod/gamemodes/ and reference it by name in +gamemode. Either way, the golden rule holds: add addons deliberately, a few at a time. A bloated, conflicting addon list is the single most common reason a GMod server errors on load, and hunting the culprit through fifty addons is nobody’s idea of a good evening.
Which hosting option is right for your GMod server?
Setting the server up is a one-time job. *Hosting* it — keeping it online, fast, and reachable — is the ongoing one, and it’s where most communities live or die. You have three broad routes.
| Hosting option | Pros | Cons | Best for |
|---|---|---|---|
| Home hosting (spare PC / home server) | Free-ish; total control; nothing to rent | Ties up your PC and bandwidth; exposes your home IP; drops when your power or internet does; tricky port forwarding | Testing, LAN parties, a short private session with friends |
| Managed GMod game host (one-click panel) | Fast setup; Workshop/config via a web panel; no Linux needed | Less control; locked into the host’s software; can get pricey as slots grow | Beginners who want a server running in minutes, not hours |
| VPS (your own virtual server) | Full root access; run any gamemode/addon; dedicated resources; stable public IP; scales up cleanly | You manage the OS and the server yourself | Communities that want real control, performance, and room to grow |
Home hosting is the natural first experiment — but it’s rarely where a real community ends up. Your machine has to stay on and online permanently, your home IP is exposed to every player, port forwarding on consumer routers is fiddly, and any hiccup on your connection boots everyone at once.
A managed game host trades control for convenience: a web panel handles the Workshop key, config, and updates, so you’re playing fast. The ceiling is lower, though — you’re inside the host’s chosen software and limits.
A VPS is the middle path most serious GMod admins settle on. You get a real always-on server with a stable public IP and dedicated resources, full root access to install exactly what you want, and headroom to grow — with the trade-off that you’re the sysadmin. If you followed the SteamCMD steps above, you already have every skill a VPS needs.
Give your GMod server a home that never logs off
Here’s the reality of home-hosting a Garry’s Mod server: the moment you close the lid, restart your PC, or your ISP blinks, the whole community drops — mid-round, mid-build, every time. A sandbox packed with props and a busy addon list also leans hard on a single CPU core, and a machine you’re also using for everything else simply can’t give it a clean run.
A DarazHost SSD VPS solves both problems at once. You get an always-on server with 99.9% uptime, dedicated CPU and RAM that aren’t shared with your desktop’s browser tabs, and fast SSD storage so your maps and Workshop addons load quickly. Full root access and complete control mean you install SteamCMD, run any gamemode, and tune server.cfg exactly as this guide describes — nothing locked down. Our 24/7/365 support is there when a launch goes sideways, and a 30-day money-back guarantee means you can prove it fits your community before you commit. Spin up a SSD Linux VPS built for game servers and give your GMod server the always-on home it needs.
How do you open the right ports and firewall rules?
A GMod server that runs perfectly on your own machine but that *nobody outside can join* almost always has one cause: closed or unforwarded ports. Source dedicated servers use a small, known set:
- UDP 27015 — the main game port. Player connections and gameplay ride on this. It is the one that absolutely must be open.
- UDP 27005 — the default client-side outbound port (usually handled automatically).
- TCP 27015 — used for RCON (remote admin), if you enable it.
Getting players in comes down to two layers:
- The host firewall. On a Linux VPS, allow UDP 27015 through your firewall (for example, with
ufw allow 27015/udp). On Windows, add an inbound rule for the same. If the server’s own firewall blocks the port, nothing else matters. - Port forwarding (home hosting only). On a home network, your router has to forward external UDP 27015 to your server’s internal IP. This is the step that trips up most home hosts — and a big reason a VPS, which has a clean public IP and no consumer router in the way, is so much simpler.
Once the port’s open and forwarded, players connect either through the in-game server browser or directly with connect your.server.ip:27015 in the developer console. If a friend can’t join, the port is the first thing to check — not the last.
Frequently asked questions
How much does it cost to host a Garry’s Mod server? The server software itself is free — SteamCMD downloads GMod’s dedicated-server files at no charge, and you don’t need to buy a second copy of the game. What you pay for is the *hosting*: the always-on machine. Home hosting is “free” but costs you a tied-up PC, your bandwidth, and an exposed home IP. A VPS or managed game host is a modest recurring cost that buys you uptime, a stable public IP, and dedicated resources — which is what a real community needs.
Do I need a powerful server to run Garry’s Mod? Less than you’d think for the file size, but more than you’d hope for the way it behaves. GMod leans heavily on a single CPU core, and a physics-heavy sandbox full of props plus a long addon list can push that core hard. For a small group on a light gamemode, a modest VPS is plenty; for a busy public server with lots of props and addons, you want strong single-thread CPU performance and fast SSD storage far more than a huge amount of RAM.
Can I host a GMod server on my own PC? Yes — through Create Multiplayer for a quick session, or by installing a full dedicated server for something more permanent. It’s a great way to test. The problems are practical: your PC has to stay on and online 24/7, your home IP is exposed to every player, home routers make port forwarding fiddly, and any internet hiccup disconnects everyone. For anything beyond a private session with friends, a VPS is a far steadier home.
Why can’t my friends connect to my server? Nine times out of ten it’s the ports. Confirm UDP 27015 is open in the server’s firewall and — if you’re home-hosting — forwarded from your router to the server’s internal IP. Also check sv_lan is set to 0 (not 1), or the server refuses internet connections entirely. Have friends try a direct connect your.ip:27015 in the console to rule out server-browser issues.
How do I add gamemodes like DarkRP or TTT to my server? Most gamemodes come from the Steam Workshop. Create a Workshop collection containing the gamemode and its dependencies, generate a Steam Web API key, and add both to your launch command with +host_workshop_collection and -authkey. Then set +gamemode darkrp (or terrortown, prop_hunt, and so on) to select which installed gamemode actually runs. The server downloads the collection on boot and serves it to everyone who joins.
Conclusion
Running your own Garry’s Mod server is genuinely two projects wearing one name. Setup is a well-worn path: install with SteamCMD and app ID 4020, shape the server through server.cfg and your launch command, curate a Workshop collection for gamemodes and addons, and open UDP 27015 so the world can reach you. Follow the steps above and you’ll have a working sandbox — or DarkRP, TTT, or Prop Hunt server — inside an afternoon.
Hosting is the part that decides whether your community survives past the first week. A listen server or a home box is perfect for testing, but a persistent community needs a machine that never logs off, a stable public IP, and resources that aren’t fighting your desktop for attention. That’s the line where home hosting hands off to a VPS — and once you’ve run the SteamCMD steps, you already have everything a VPS asks of you. Build the server you actually want, put it somewhere that stays online, and let your sandbox run without you.