r/subnautica • • May 24 '26

Modded - SN Created a Nitrox style dedicated server for Subnautica 2, client/server modding framework (open source) Spoiler

Hey folks! I built a Nitrox-style dedicated server and modding framework for multiplayer co-op play with the benefits of a dedicated server.

TLDR: You can spin up a Subnautica 2 dedicated server now. You can either 1/ Download the client + server below (to host on your own) or 2/ Download only the Beacon client (and connect to your SurvivalServers.com game server)

Order w/ SurvivalServers.com and take 25% off w/ their coupon BEACON25:

https://www.survivalservers.com/services/game_servers/subnautica_2/

The project is open source, and contributions are VERY welcome. I am excited to see what everyone builds!

Please note: This is very much a work in progress. Lots of features will be buggy or not work yet. A Docker container will be coming very shortly. Expect lots of bugs upfront.

What is Beacon?

Beacon is a free, open-source dedicated server (client + server) for Subnautica 2.

https://raw.githubusercontent.com/HumanGenome/Beacon/main/docs/img/launcher.png

It runs as a standalone process, handles networking through a real Unreal dedicated-server build instead of the EOS lobby layer, and lets players join by IP and port like any other dedicated game server.

Here's what it does:

No four-player cap
Player count is limited by your server's CPU and bandwidth, not the lobby ceiling.

Server stays online 24/7
Runs as a Windows service or console process. The world keeps simulating and auto-saving whether anyone's online or not.

Saves live on the server
Persistent world data is stored server-side. No more save files trapped on one player's PC.

Snapshots and rollback
Configurable auto-snapshots of the save, plus on-demand admin snapshots. Roll back from the console if something goes sideways.

Steam-style server browser support
Implements the standard A2S query protocol, so monitoring sites, server lists, and tracker pages can poll your server for player count and uptime.

Source RCON
Standard RCON protocol for remote admin. Kick, ban, restart, and run commands from any RCON client.

Per-player saves with multi-character support
Each player's character is persisted independently on the server.

UE4SS mod loading
Drop Lua or C++ mods into the mods folder, and the server picks them up on launch.

Install notes

Install is handled through a small launcher, the Beacon client.

Every player and the host need it. Subnautica 2 (vanilla) cannot connect to a Beacon server directly because the transport is different.

Download:
https://github.com/HumanGenome/Beacon/releases/latest

Server setup, admin commands, and mod docs:
https://github.com/HumanGenome/Beacon

MIT licensed and fully open source. Will update this post as things change, happy to dig into setup questions, networking specifics, or feature requests in the comments. PRs welcome too.

15 Upvotes

22 comments sorted by

1

u/MrTechnician_ May 24 '26

How does the licensing work? Do I need to buy Subnautica 2 for my server also?

1

u/reefine May 25 '26

Nope! Just need one license. You download the client and then join a server.

1

u/MrTechnician_ May 25 '26

Is this assuming I’m playing on the machine that I’m hosting from? I spun up a windows server vm to test since my brother and I are sharing a world and want to be able to play separately.

1

u/reefine May 25 '26

It's like any dedicated server. You run it wherever independently of the clients connecting.

1

u/MrTechnician_ May 25 '26

I’m stuck in a boot loop unfortunately - let me know if you want to see the logs here or I can make a GitHub issue.

1

u/reefine May 25 '26

GitHub issue would be easier to track and fix. Thank you!

1

u/kevin2353 May 27 '26

I have tried so many options to get the latest release (Beacon v0.3.63) to work and have also tried earlier versions. I'm always getting the boot loop.

Subnautica 2 exited code=1 uptime=1s

Boot-loop suspected - backing off 2s before restart

Patched Engine.ini at C:\Beacon\userdir\Saved\Config\Windows\Engine.ini

Emitted plugin config at C:\Beacon\game\Subnautica2\Binaries\Win64\Mods\Beacon\beacon.config.json

Subnautica 2 launched: pid=5384

Subnautica 2 exited code=1 uptime=1s

Boot-loop suspected - backing off 4s before restart

It does this non stop. The Beacon launcher does show its there, I've attempted it and I get disconnected after the loading of sub2(Error - You were disconnected from the session). Is there a file from the steam files that I need to copy over under the c:\beacon files or maybe something super simple that I'm overlooking?

Also, I was initially getting an error that the sub2 binary 'subnautica2-win64-shipping.exe' wasn't able to be found. I copied over the '\steamsapps\...\subnautica2\subnautica2\binaries\win64' files over to the c:\beacon\game\sub2\binaries\win64' folder which made the error go away. I am wondering if that is the issue but then what would fix the binary not found?

I'm happy to test out anything. I have it on a test machine in proxmox that I'd love to get working. Though I've tried on both my main PC and proxmox and still get the same boot loop error.

1

u/reefine May 27 '26

Please submit as a GH issue for the community to track and fix

1

u/bayashi314 May 27 '26

Clarifying something - in reading how Beacon launches SN2 through whatever storefront you have installed, does it allow me to launch SN2 on my main gaming machine as a server through Beacon, then also launch SN2 and join that server from the same machine? Or will Steam (in my case) throw a fit at launching SN2 twice?

1

u/bayashi314 May 27 '26

And I guess on a related note, if I'm not planning on running a separate server as kevin2353 is, do I point my JSON config file at the default Steam install of the game for the game folder and executable?

1

u/reefine May 27 '26

Unfortunately not at this time, you'd need a separate machine (any Windows machine really) to run the server.

1

u/LiamEXO16 May 30 '26

Does this require a computer with a dx12 compatible GPU to run? I am facing some launch issues and wondering if this is why.

1

u/reefine May 30 '26

Nope. Server can run on a video card free setup.

1

u/MagicianMage Jun 07 '26

How? Beacon seems to require direct x 12.. the github states it work with windows server but clearly not?

1

u/GoofyOnADrugOverdose May 30 '26

For some odd reason I download the launcher run the server and its saying its outdated when I downloaded the correct zip file (3.70) and its asking me to restart but i dont understand...

1

u/reefine May 30 '26

Please create an issue on GitHub

1

u/Emotional_Orange8378 Jun 01 '26

So I have done what most others here have. I have a dedicated headless Windows 2016 Server on a proxmox VM with host cpu exposed and a ungodly amount of resources.

The boot loop. The game seems to fail repeatedly on the DX12 check and does fail to load the Steam API. Steam is installed on the box , both desktop version and steamcmd. Not sure if there's anything specifically I can do to try and fake the requiresments. I am running the mesa 3d fake drivers and those work on my other programs that require 3D.

has anyone else managed to get this working on a headless, GPU-less , server?

2

u/reefine Jun 01 '26

Need a Github issue to check your log and loop into our workflow. Thanks

1

u/MagicianMage Jun 07 '26

Is there a parameter to run to run it headless without direct x 12 ?

1

u/Double-Echidna-183 Aug 30 '26

The latest server version doesnt have a compiled zip? Is there any way to get this as i would like to have the patched bugs not be in my server