Run your own SS14 station, from quiet low-pop roleplay shifts to antagonist-packed chaos rounds, on a server you configure line by line.

Select from our wide range of optimized game servers. Each server is configured for maximum performance and comes with DDoS protection.







Compare recommended use, plan hardware and monthly prices.
| Plan | Recommended for | Hardware | Monthly price |
|---|---|---|---|
| Bronze 4GB | 10–25 players, stock Wizard's Den buildComfortably above the few GB a small SS14 server uses; ideal for a new community. | 4 vCore Ryzen 9950X · 4 GB DDR5 6000MHz · 50 GB NVMe SSD Samsung 990 PRO | ₺240.00/mo |
| Silver 6GB | 25–40 players, lobby and map rotationMemory headroom for larger station maps and a full lobby between rounds. | 4 vCore Ryzen 9950X · 6 GB DDR5 6000MHz · 60 GB NVMe SSD Samsung 990 PRO | ₺345.00/mo |
| Gold 8GB | 40–60 players, replays recordedRoom for auto-recorded replays, bigger maps and growing entity counts. | 4 vCore Ryzen 9950X · 8 GB DDR5 6000MHz · 70 GB NVMe SSD Samsung 990 PRO | ₺440.00/mo |
| Platinum 10GB | 60–80 players or a content-heavy forkExtra memory for forks that add many prototypes and systems on top of upstream. | 4 vCore Ryzen 9950X · 10 GB DDR5 6000MHz · 100 GB NVMe SSD Samsung 990 PRO | ₺530.00/mo |
| Diamond 12GB | 80+ players on 4 vCoresPlenty of RAM; at this population, CPU and settings decide tick speed more than memory. | 4 vCore Ryzen 9950X · 12 GB DDR5 6000MHz · 110 GB NVMe SSD Samsung 990 PRO | ₺617.50/mo |
| Emerald 16GB | High-population community, 6 vCoresTwo extra vCores help when atmos, physics and admin tools all peak together. | 6 vCore Ryzen 9950X · 16 GB DDR5 6000MHz · 120 GB NVMe SSD Samsung 990 PRO | ₺840.00/mo |
| Xtreme 32GB | Beyond a single station's needs12 vCores and 32 GB exceed what one SS14 server typically uses; only for unusually heavy forks. | 12 vCore Ryzen 9950X · 32 GB DDR5 6000MHz · 200 GB NVMe SSD Samsung 990 PRO | ₺1520.00/mo |
Hardware and tooling picked for SS14's round-based simulation, its config file and its fork ecosystem.
Atmospherics, physics and power networks are recalculated every tick, and high-clocked Ryzen 9 9950X cores keep the station stable when a plasma fire spreads across three departments.
Set game.hostname, game.soft_max_players, net.tickrate, auth.mode and whitelist.enabled in the file manager, keeping comments on their own lines as the SS14 docs advise.
Add hub.advertise = true plus your tags and the station appears in the launcher's public list; leave it off for a private crew that connects directly.
Stock builds only accept config changes, but a fork packaged with hybrid ACZ can be uploaded over SFTP, and the launcher then downloads your custom content for every player.
Characters, playtime, bans and admin ranks live in the database inside the data folder; automatic backups cover it, and you carry it over to every new build.
SS14 uses UDP for gameplay and TCP for the launcher's status check; free DDoS protection sits in front of both, so a flood aimed at your hub address does not end the shift.
A Space Station 14 server at TheCrewHost starts at ₺240.00 ($6.00) per month, and all 7 plans run Robust.Server, the .NET server behind SS14, on a Ryzen 9 9950X with DDR5 memory and NVMe storage. You get full access to server_config.toml, so the hostname, player cap, tick rate, game preset, map pool, whitelist and hub advertising are yours to set. Characters, playtime and bans are kept in an SQLite database in the server's data folder. Every round of atmos, fires and hull breaches is simulated in İstanbul, which keeps crews in Türkiye and nearby regions responsive when the station starts venting.
A Space Station 14 server runs one shift at a time: a round-based roleplay simulation where every player takes a job aboard a station, from engineer and chemist to security officer or captain, while hidden antagonists work against the crew. Rounds start in a lobby, pick a game preset and a map, and end with an evac shuttle or a smoking wreck.
Under the hood is Robust.Server, the open-source .NET engine the Space Wizards team built for SS14. The stock build is the upstream Wizard's Den codebase, but the same engine powers many community forks with their own content and rules. Whichever you choose, the server simulates atmospherics tile by tile, power grids, chemistry, physics and every item on the station, then streams the result to players.
Owning the server means you set the tone. A small group can run relaxed low-population shifts, a roleplay community can lock the doors with a whitelist, and a chaos-loving crew can leave the default secret preset on so nobody knows which antagonists are coming.
For most communities 4 GB is a real starting point: a small SS14 server runs comfortably in a few gigabytes, and memory climbs with player count, map size and the thousands of entities a busy station accumulates. Recording replays or running a content-heavy fork adds more on top.
CPU matters more than raw memory. The server advances the whole simulation every tick, and atmospherics, explosions and physics are the expensive parts; a hull breach during a fire is a far heavier tick than a quiet cargo shift. If your server_config.toml sets net.tickrate to 60, the SS14 docs note that dropping it to 30 is basically unnoticeable to players while cutting server, client and network load dramatically.
Every tier up to Diamond runs on 4 vCores; Emerald adds two more and Xtreme triples that to 12. Past a certain population, a smoother tick comes from lighter settings and a sensible soft player cap rather than more RAM, which is the honest reason the top tiers exceed what one SS14 station needs. The build itself is small; NVMe space mostly goes to logs, replays and the database.
Everything a stock SS14 server lets you change lives in server_config.toml next to the executable. Settings are CVars grouped under TOML headers, so game.hostname goes under [game] as hostname. A malformed line can keep your settings from loading, so edit with the server stopped.
Start with [game]: hostname is the name shown in the launcher, soft_max_players (30 by default) is the player cap, lobbyenabled keeps new arrivals in the lobby instead of dropping them into a round, and defaultpreset picks the mode, with secret as the default. map_pool and map_rotation decide which stations come up.
Under [auth], mode = 1 requires every player to have a proper SS14 account, the easiest way to stop guest-account griefing. Under [whitelist], enabled = true limits entry to players you have added to the database, which suits roleplay servers. Public listing is handled by advertise and tags under [hub], and replay.auto_record keeps footage of your most memorable disasters automatically. Many CVars can be tried live with the cvar command from an admin console before you commit them to the file.
Yes, but not by dropping files into the stock build. The SS14 docs state plainly that a pre-packaged server build can only be modified through server_config.toml; new content, rules or code need a build of their own.
There are two routes. To play an existing fork, download that fork's Linux server package from its builds page and upload it over SFTP in place of the stock files. If you maintain your own codebase, package it with the Content.Packaging tool using --hybrid-acz: the resulting server archive carries the client content, and the launcher downloads it from your server when players connect, so nobody installs anything by hand.
Custom server rules follow the same logic. The stock build ships with no rules; the documented method is a guidebook entry in your fork, pointed to by the server.rules_file CVar. Whatever build you run, keep the data folder and server_config.toml when you swap versions, because that is where characters, playtime, bans and admin ranks survive the update.
A fresh SS14 server has no admins at all, and the docs list three ways to get the first +HOST rights. Connecting from localhost grants them automatically, which does not help on a hosted server. The practical options are setting console.login_host_user to your SS14 username in server_config.toml, or typing promotehost followed by your name in the panel console while you are connected. After that, the permissions command hands out admin ranks in game. Treat +HOST like a root password; the docs warn it is enough to take over the entire server.
Players connect through the Space Station 14 launcher. For a private server, share your IP and port; players choose Direct Connect To Server and can press Add Favorite so the station stays in their list. SS14 uses the same port number over UDP for gameplay and over TCP for the status API the launcher reads, so if direct connect works but the launcher shows the server offline, the TCP side is the first thing to check. Turn on hub.advertise and, having accepted the hub rules, your station appears in the public list.
Bronze 4GB covers a small or medium station; look at Gold or above if you expect 40+ players, auto-recorded replays or a content-heavy fork.
After payment the server is set up automatically; start it once so Robust.Server creates its data folder and database, then stop it before editing.
Set hostname, soft_max_players, lobbyenabled and auth mode under the right headers, keep comments on separate lines, then start the server and watch the console for errors.
Add your SS14 username as console.login_host_user, or run promotehost with your name from the panel console once you are connected.
Leave hub advertising off for a friends-only station, or read the Space Wizards hub rules and set hub.advertise = true with your tags.
Share the IP and port; players pick Direct Connect To Server in the launcher and save your station with Add Favorite for the next shift.
What SS14 owners ask most: plan sizing, forks, admin rights and how players connect.
Our İstanbul datacenter runs on Ryzen 9 hardware, delivering low latency to players in Türkiye and good connectivity to Europe, the Middle East and the Caucasus.
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