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How to host a Squad server: ServerConfig files, layer rotation, admins and seeding

Run your own Squad server: the ServerConfig files, layer rotation, admin groups, licensing and seeding, and how GGHOST Cloud sets one up for you on request.

GGHOST Cloud team26 October 20266 min read

Squad
  • Starts at On request
  • Recommended RAM Sized for you
  • Ready in A few days
  • Control panel Pterodactyl

Squad is built around large, organised matches, and the community servers are where most of that happens. Running your own lets you set the rotation, the rules and the culture of your server, whether that is a public community server, a clan’s private training ground, or a modded server for events. Squad’s server is an Unreal Engine game controlled almost entirely by a folder of plain text .cfg files. This guide covers how the server works, what drives its load, those config files, admins, seeding, and how we set one up for you on GGHOST Cloud.

How a Squad dedicated server works

A Squad server runs the full match: every player, vehicle, deployable, projectile and objective across a large map, plus the logistics systems that make the game what it is. That makes it one of the heavier servers in the shooter genre, and the load climbs steeply as the server fills towards a full 100-player match.

Everything the server reads at startup lives in SquadGame/ServerConfig/. You edit those files from the panel’s file manager or over SFTP, then restart.

What drives CPU and memory use

We do not publish a fixed sizing table for Squad, because the load depends on how you run it. In plain terms:

  • Player count is the main driver. A full server is a very different load from a seeding server with a handful of players.
  • Map and layer. Large maps with lots of vehicles and deployables keep the server busier than small infantry layers.
  • Mods. Workshop mods, especially large ones, add memory and CPU load.

Squad rewards a fast CPU core, because much of the simulation runs on the main game thread. Tell us your player count, rotation and any mods, and we size it with you. You pay for memory, not player slots; the player count is a setting you choose.

Server config essentials

These are the files you will work with most, all in SquadGame/ServerConfig/:

Server.cfg

The server’s identity and core rules: ServerName, MaxPlayers, a password if you want a private server, and settings such as team balance and public queue slots. It is the first file to edit.

LayerRotation.cfg

Squad rotates through layers, not just maps. A layer is a specific combination of map, game mode and faction setup, such as a particular Invasion or AAS layer on a given map. List them in the order you want them to play. If you use Squad’s map voting instead of a fixed rotation, the voting system has its own config files in the same folder; check the files your server version actually ships with, because Offworld has reworked voting over time and older guides can be out of date.

Admins.cfg

Admin access is two-step. First you define groups with a set of permissions, for example a moderator group that can kick and change maps but not ban. Then you assign players to a group by SteamID64. Keep permissions narrow and give full rights only to the people who need them.

Other files

  • MOTD.cfg for the message of the day players see.
  • Bans.cfg for the server’s ban list.
  • Rcon.cfg for remote console access, used by admin tools and bots.
  • License.cfg if you take part in Offworld’s server licensing programme.

Write your server rules into the MOTD and keep them short. Squad servers live or die on how consistently admins apply the rules, and a clear MOTD is the reference everyone points to.

Licensed and unlicensed servers

Offworld runs a server licensing programme for public community servers. Licensed servers appear as licensed in the server browser and have to follow Offworld’s rules for licensed servers. You do not need a licence to run a Squad server for your own group or community, but if you plan to grow a large public server, read Offworld’s current requirements first. If you are licensed, your key goes in License.cfg.

Seeding: getting a new server going

A Squad server with nobody on it stays empty, because players pick servers that are already busy. Communities seed their servers: a group joins during a quiet period and plays smaller layers until the population builds. Two practical tips:

  • Use seeding layers. Put smaller, faster layers at the start of the day in LayerRotation.cfg, then move to full layers once the server is busy.
  • Schedule a restart before your peak. A scheduled restart in the panel, timed before your seeding window, gives you a fresh server when players arrive.

Performance and fair-play tips

  • Pick the region closest to your players. Ping matters for long-range gunfights. Our live regions today are Singapore and Europe (France–Germany border), with the United States (East, Central and West), the United Kingdom, India, Japan and Australia on demand.
  • Restart daily. A daily restart at a quiet hour keeps a long-running server healthy and picks up updates.
  • Use admin tools through RCON, not shared logins. Give helpers their own admin group and, where they need the panel, their own sub-user.
  • Keep your ban list backed up. It is one of the most valuable files on a community server.

Mods, safely

Squad supports mods from the Steam Workshop, and modded servers are popular for events and unique game modes. Mods sit in the server’s SquadGame/Plugins/Mods/ folder, one folder per mod. Players who join need the same mods, which they get from the Workshop. A mod that has not been updated after a Squad patch is the usual reason a modded server will not start, so check mods first after every update, and take a backup from the panel before adding or updating them.

Backups

On GGHOST Cloud, backups run on a schedule you set and restore from the panel without opening a ticket. For Squad, the ServerConfig folder is what matters most: your rotation, admin groups, bans and MOTD. A daily backup plus a manual one before any change is a sensible routine. Moving from another host means uploading that folder over SFTP.

Getting a Squad server on GGHOST Cloud

Squad is set up on request rather than through instant checkout:

  1. Tell us what you need. Ask us on Discord (or open a ticket) with the game mode, layers or mods and player count you need.
  2. We size it and quote. We work out the memory and CPU headroom for that setup and quote a monthly price. No setup fee, no contract; billing runs through app.gghost.cloud.
  3. We set it up on our Pterodactyl panel, usually within a few days.
  4. Configure and share the address. Fill in your ServerConfig files, start the server, and give players the address and port shown in the panel.

You then have the full panel at panel.gghost.cloud: live console, file manager, SFTP, scheduled tasks, sub-users and database access. You can change startup flags from the panel and restart. Every node is behind DDoS protection from our network providers, and support comes from the people who run the servers, on Discord or at hello@gghost.cloud.

The short version

Everything lives in SquadGame/ServerConfig/: identity in Server.cfg, the rotation in LayerRotation.cfg, admin groups in Admins.cfg. Plan for seeding with smaller layers, read Offworld’s rules before going for a licence, keep mods updated and back up before changes. Squad is heavy at full population, so ask us on Discord and we will size it properly.

How it works at GGHOST Cloud

From request to running server.

  1. 01 Ask on Discord Tell us the Squad build, mods and player count you need.
  2. 02 We size it We recommend the RAM and region, and quote a monthly price.
  3. 03 We set it up Installed on our Pterodactyl panel, usually within a few days.
  4. 04 Invite your players Console, file manager, SFTP and backups, all in one panel.

Included on every server

The platform behind your Squad server.

Full Pterodactyl panel

Console, file manager, SFTP, scheduled tasks, sub-users and database access. Not a cut-down skin over it.

Backups on a schedule

Set the cadence you want and restore to a point in time from the panel, without opening a ticket.

DDoS protection included

Every node sits behind DDoS protection from our network providers, on every plan — not an upsell on the checkout page.

Switch version or build anytime

Change the server build, game version or startup flags from the panel and restart. No reinstall, no ticket.

Move region once per cycle

If your players move, the server can follow. We handle the world and config transfer.

No player-slot billing

You pay for memory. Slots are a config value you set, not a line item we charge for.

Squad server FAQ

Questions players ask us.

Do I need an Offworld licence to run a Squad server?

No. You can run an unlicensed Squad server for your community. Licensing is Offworld's programme for public servers that want to appear as licensed in the browser, and it comes with its own rules; if you join it, the licence key goes in License.cfg.

How do I give someone admin on my Squad server?

Define a group with the permissions you want in Admins.cfg, then add a line for the player's SteamID64 assigned to that group. Restart the server for the change to take effect.

Want a Squad server?

Tell us what you need on Discord and we will size it and set it up on our Pterodactyl panel.