Vein survival game artwork
Vein · Dedicated server · Steam

Fortify, scavenge, drive, with 8 GB on the smallest plan.

Vein is scavenging a town, boarding up a house, and getting the truck running before the horde hears you. The server is memory-hungry: several gigabytes to start, more as players and zombies add up. Clean gives you 8 GB, Severed 16 GB. Online in under 3 minutes, on a node capped at 60% load.
  • Online in 3 minutes
  • No slot caps
  • Full file access
  • Automatic backups
  • Live console
  • 30-day money-back
  • Engineers who answer

4.1 out of 5 star rating on TrustpilotBenchmarks and the 60% cap published. Racks we own in the Pacific Northwest.

Get your server Talk to an engineer From $7.99/mo. No contract.

Pick a size

Sized by memory. Vein wants several gigabytes to start and grows with players and zombies. 8 GB suits a small group, 16 GB a full house.

Clean

For a small group

No capplayers
8 GBRAM
  • 1 vCPU on AMD EPYC™
  • 20 GB NVMe for saves and mods
  • Automatic backups
  • Full config and mod access

$7.99/mo

Get this server

Severed

Headroom for a full house

No capplayers
16 GBRAM
  • 3 vCPU on AMD EPYC
  • 50 GB NVMe for saves and mods
  • Automatic backups
  • Full config and mod access

$22.99/mo

Get this server
Ping test · SEA1

Check your ping to our Seattle rack.

Measured from this browser: one HTTPS round trip to the datacenter your server would run in. Under 40 ms plays like a local machine; under 80 ms is smooth for every game here.

Everything a Vein server needs. Nothing to add on.

No player cap

Both sizes are uncapped. Set MaxPlayers in Game.ini and size memory for the crowd: 8 GB or 16 GB.

Online in under 3 minutes

Checkout to a running server, automatically. Name it in Game.ini and it is in the in-game browser.

Game.ini and Engine.ini, yours

Name, password, admins in Game.ini; PvP, zombie health, scarcity in Engine.ini.

Backups you can restore

Schedule them nightly from the Backups tab; Vein/Saved/ restores in one click.

Live console and SFTP

Watch the log, stop cleanly before editing files, and reach the whole tree from your own client.

No noisy neighbors

Zombie pathing is CPU work. Your node stops taking servers at 60% load; the cap and the policy are published on Receipts.

99.9%, credit-backed

If the network misses it, the credit is issued without you asking.

Engineers who answer

Tickets go to the people who run the nodes, not to a script.

Illustration of a ruined city in Vein: broken towers under a clouded moon, a hazard sign, and a sandbag barricade with a steel hedgehog, with callout cards for the CPU, the memory, and the storage above it

Why the hardware matters for Vein

Vein is memory first. It wants several gigabytes just to start and grows with every player and every zombie on the map. Clean gives you 8 GB and Severed 16 GB, sized for the crowd you expect. The Game Panel graphs show when you are getting close.

Zombie pathing and vehicle physics run on the CPU. Your server runs on AMD EPYC 4565P at 4.5 GHz, on a node we stop filling at 60% load. Saves sit on NVMe storage. The clock and the cap are published on Receipts, with the benchmark run behind them.
Game Panel file manager

Your rules, your files

Game.ini holds identity and access: ServerName, Password, bPublic, MaxPlayers, and one AdminSteamIDs line per admin. Engine.ini holds gameplay under [ConsoleVariables], vein.PvP and vein.Zombies.Health among over 100 in the game's documentation. Edit with the server stopped, then restart. Admins can also change many of them live from the in-game menu.

Saves live under Vein/Saved/. Schedule nightly backups from the Backups tab, and download a copy before experimenting with variables. The Game Panel console streams the log live, and SFTP gives you the whole tree from your own client.

Straight Answers, before you ask.

3 guides from the knowledge base, written by the engineers on shift.

Questions people ask first.

About running Vein here.

Explore the knowledge base or open a ticket in the Console. An engineer answers.

Is there a player cap?
No. Both sizes are uncapped; MaxPlayers in Game.ini is yours to set. Vein grows with players and zombie counts. Clean on 8 GB suits a small group, Severed on 16 GB a full house.
Can I run mods?
Vein has no official mod support, so we do not claim it. Gameplay tuning is the game's own console variables under [ConsoleVariables] in Engine.ini. PvP, zombie health, scarcity, and over 100 more are documented by the game.
How fast is it online?
Under 3 minutes from checkout. Open the Game Panel from the Console and set the name, password, and admins in Game.ini. The server appears in Vein's browser when bPublic is true.
Can I change the rules later?
Yes. Identity and access (name, password, admins, MaxPlayers) live in Game.ini; gameplay variables like vein.PvP and vein.Zombies.Health live in Engine.ini. Edit with the server stopped and restart, or change many of them live from the in-game admin menu.
Can I upgrade later without losing my saves?
Yes. In the Console, open the service, choose Upgrade/Downgrade, and pay the prorated difference for the rest of the cycle. The new size applies after a restart; Vein/Saved/ and both INI files come with it.
What about refunds, and where does it run?
New servers carry the 30-day money-back guarantee: cancel in the Console within 30 days for a full refund. After that, refunds are prorated at our discretion and requested within 72 hours of a charge. Seattle, on racks we own, built for Pacific Northwest latency; route published on the datacenter page.
Board up before dark. Your server is online in 3 minutes.

8 GB from the smallest plan, backups on a schedule, and engineers who answer.