Game Mod Support
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← All guides · GAME CONTENT CATALOG · September 29, 2026
This page retains the existing server-mod findings for the 220 profiles in the corrected catalog: 97 games with documented methods and 123 needing verification. Seven profiles were removed from the Windows installer catalog after the Steam Download Audit.
Your installed Synix build can contain an older catalog. Use the latest release and check the game and loader requirements before adding mods.
The evidence review dates in this catalog are 2026-09-14. The September 29 download audit changes catalog membership, not the underlying September 14 mod-method review dates. It is not a new live test of every mod or a fresh review of every mod-method reference.
Open Mod & Plugin Manager → Mod support & setup to see the installed build's entry and references.
How to use the status
| Status or capability | Meaning |
|---|---|
| Server methods documented | References describe a server-side method; not necessarily an automatic Synix installer |
| Needs verification | A reliable server-specific method has not been established in this catalog; not “mods unsupported” |
| Synix import rule | A supported route can recognize/manage particular packages or provider IDs |
| Successful live verification | A separately recorded test of a particular server operation/version/environment |
For import behavior, begin with Mods & Plugins. Some games need a loader, activation list, signed keys, provider registration, or client content after file copying. A manifest or file extension does not remove those requirements.
The built-in managed routes cover Minecraft Java add-ons, Rust Oxide/uMod, 7 Days to Die packages, Empyrion scenarios/server mods, ASE Workshop IDs, and ASA CurseForge IDs. Additional games can use reviewed server-scoped file-copy destinations where appropriate, but that is not automatic game-specific activation.
Documented methods
These notes and source links come from the bundled support catalog. Check the source for your current game/server version and distinguish client content from dedicated-server content.
| Game | Documented methods | Installation / activation notes | References |
|---|---|---|---|
| 7 Days to Die | Native mod folders; Community server plugins | Native mod folders require ModInfo.xml. Locate the active user-data Mods folder for this server version; do not confuse client-only mods or a loader download with a ready server mod. | Source 1 · Source 2 |
| Age of Chivalry | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in ageofchivalry/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Alien Swarm: Reactive Drop | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in reactivedrop/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| American Truck Simulator | Modded session support | Export server packages from a client with the desired content. SCS says the dedicated server does not need extra DLC/mod data; do not upload a normal client mod ZIP as a server plugin. | Source |
| Archean | Steam Workshop mods; Local mods | Download Workshop content, configure external_mods_dir and enable each repository mod name in the world's mods.txt. Folder names are not the activation names. | Source |
| ARK: Survival Ascended | CurseForge provider mods | Use ordered CurseForge project IDs with the game's -mods argument. Cooked WindowsServer packages and provider identity must match; copying a .uplugin folder alone does not register a provider-managed mod. | Source 1 · Source 2 |
| ARK: Survival Evolved | Steam Workshop mods | Use ASE Workshop IDs with the server's active mod list and download mechanism. ASE .mod packages are not ASA CurseForge .uplugin packages. | Source |
| Arma 3 | Workshop/local mods; Server-only mods | Keep each mod's Addons/signature files together. Configure -mod or -serverMod and required keys for this game; copying a folder does not enable it. | Source |
| Arma Reforger | Bohemia Workshop mods; Local testing add-ons | Use game.mods GUID entries in the server JSON. Local -addons/-addonsDir testing is a separate hosting mode, not Steam Workshop ID installation. | Source 1 · Source 2 |
| Assetto Corsa | Custom cars/tracks; AssettoServer extensions | Content and configuration/checksums must match the chosen car and track. AssettoServer is a separate compatible server implementation, not a generic file-copy plugin loader. | Source 1 · Source 2 |
| Barotrauma | Content packages | Keep each content package and filelist.xml together and enable packages in the server's configuration. The published guide flags version-dependent details; verify current paths. | Source |
| BeamMP | Server Lua plugins; Client mod ZIPs | Use the configured ResourceFolder. Server/<PluginName> needs a top-level .lua script; Client keeps each mod .zip intact. Custom maps also require the Map setting. | Source |
| Black Mesa | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in bms/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Blade Symphony | SourceMod plugins | SourceMod maintains game or engine support. Use the correct game/version-specific loader build; verify its game folder before importing plugins. | Source |
| Colony Survival | Server mods | Server-side code mods exist, including the developer's shared-stockpile mod. Package layout, dependencies and world activation depend on the game/mod version; no generic DLL destination is assumed. | Source |
| Conan Exiles | PAK mods; Steam Workshop mods | Local .pak files need an ordered ConanSandbox/Mods/modlist.txt. Clients must use compatible mod versions and order. Importing files and activating them are distinct steps. | Source 1 · Source 2 |
| Contagion | SourceMod plugins | SourceMod includes support for this game/engine. Use a compatible Metamod:Source and SourceMod build and verify the game folder; dependencies and extension binaries must match the server platform. | Source |
| Core Keeper | SDK mods | Extract each server-compatible mod into its own CoreKeeperServer_Data/StreamingAssets/Mods subfolder. Dedicated servers require manual mod file management. | Source |
| Counter-Strike 1.6 | AMX Mod X plugins | Requires a compatible Metamod and AMX Mod X installation. Compiled .amxx files go under the game's addons/amxmodx/plugins and must be enabled in configs/plugins.ini. Module/support files have separate destinations. | Source 1 · Source 2 |
| Counter-Strike: Condition Zero | AMX Mod X plugins | Requires a compatible Metamod and AMX Mod X installation. Compiled .amxx files go under the game's addons/amxmodx/plugins and must be enabled in configs/plugins.ini. Module/support files have separate destinations. | Source 1 · Source 2 |
| Counter-Strike: Source | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in cstrike/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| D.I.P.R.I.P. | SourceMod plugins | SourceMod maintains game or engine support. Use the correct game/version-specific loader build; verify its game folder before importing plugins. | Source |
| Dark Messiah of Might & Magic Dedicated Server | SourceMod plugins | SourceMod maintains game or engine support. Use the correct game/version-specific loader build; verify its game folder before importing plugins. | Source |
| Day of Defeat | AMX Mod X plugins | Requires a compatible Metamod and AMX Mod X installation. Compiled .amxx files go under the game's addons/amxmodx/plugins and must be enabled in configs/plugins.ini. Module/support files have separate destinations. | Source 1 · Source 2 |
| Day of Defeat: Source | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in dod/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Day of Infamy | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in doi/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| DayZ | Workshop/local mods; Server-only mods | Keep each mod's Addons/signature files together. Configure -mod or -serverMod and required keys for this game; copying a folder does not enable it. | Source |
| Deathmatch Classic | AMX Mod X plugins | Requires a compatible Metamod and AMX Mod X installation. Compiled .amxx files go under the game's addons/amxmodx/plugins and must be enabled in configs/plugins.ini. Module/support files have separate destinations. | Source 1 · Source 2 |
| Dino D-Day | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in dinodday/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Don't Starve Together | Server Lua mods (Steam Workshop) | ServerModSetup entries in dedicated_server_mods_setup.lua download Workshop mods; modoverrides.lua enables them and their options for the world/shard. Use the active server installation and cluster paths. Client-only mods are separate; preserve cluster backups before changing server mods. | Source 1 · Source 2 |
| Dystopia | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in dystopia/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| E.Y.E: Divine Cybermancy | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in eye/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Eco | Server code mods; Plugins | Compatible compiled mods go in Mods/UserCode. Match Eco's API version and preserve required accompanying assets. | Source |
| Empires Mod | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in empires/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Empyrion - Galactic Survival | Scenarios; API mods | Scenarios and API mods are separate systems. Scenarios require their complete folder and save selection; Workshop blueprints are not dedicated-server API mods. | Source 1 · Source 2 |
| Eternal Silence | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in esmod/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Euro Truck Simulator 2 | Modded session support | Export server packages from a client with the desired content. SCS says the dedicated server does not need extra DLC/mod data; do not upload a normal client mod ZIP as a server plugin. | Source |
| Fistful of Frags | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in fof/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Fortress Forever | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in fortressforever/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Garry's Mod | Lua addons; GMA addons; Workshop collections | Unpacked addons retain their own garrysmod/addons folder. GMA and Workshop-collection installation are distinct; client-only assets do not imply server Lua support. | Source 1 · Source 2 |
| Ground Branch | Steam Workshop mods | Recent builds use Workshop IDs in mods.txt. Verify the CTE/release version and server/client mod compatibility before applying changes. | Source |
| GROUND BRANCH CTE | Steam Workshop mods | Recent builds use Workshop IDs in mods.txt. Verify the CTE/release version and server/client mod compatibility before applying changes. | Source |
| Half-Life 2: Deathmatch | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in hl2mp/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Half-Life Dedicated Server | AMX Mod X plugins | Requires a compatible Metamod and AMX Mod X installation. Compiled .amxx files go under the game's addons/amxmodx/plugins and must be enabled in configs/plugins.ini. Module/support files have separate destinations. | Source 1 · Source 2 |
| Half-Life: Opposing Force | AMX Mod X plugins | Requires a compatible Metamod and AMX Mod X installation. Compiled .amxx files go under the game's addons/amxmodx/plugins and must be enabled in configs/plugins.ini. Module/support files have separate destinations. | Source 1 · Source 2 |
| Holdfast: Nations At War | Workshop maps; Script mods | Configure mods_installed plus the appropriate load_mod/load_mod_server_only commands and map rotation. Script/map mods affect console cross-play. | Source 1 · Source 2 |
| Hurtworld | Oxide/uMod plugins | Requires the matching game-specific loader and version. .cs plugins are source code compiled by the loader, not by Synix. Verify current loader availability for legacy games. | Source 1 · Source 2 |
| Icarus | PAK mods | Use compatible server .pak files in Icarus/Content/Paks/mods. Some mod authors require matching client files. Source/EXMODZ packages need their mod tool rather than blind extraction. | Source |
| Insurgency (2014) | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in insurgency/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Insurgency Mod | SourceMod plugins | SourceMod includes support for this game/engine. Use a compatible Metamod:Source and SourceMod build and verify the game folder; dependencies and extension binaries must match the server platform. | Source |
| Insurgency: Sandstorm | mod.io server mods | Server mods include maps and admin extensions. Follow the server-mod guide for provider downloads and game/mutator configuration. Steam Workshop and mod.io identifiers are not interchangeable. | Source |
| IOSoccer | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in iosoccer/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Left 4 Dead (1) | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in left4dead/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Left 4 Dead 2 | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in left4dead2/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Logic World | Server C# mods | The game/server compiles mod source. Its mod API is incomplete and version-sensitive; keep complete mod structures and verify the current server-side API before import. | Source |
| Medieval Engineers | Workshop world mods | The official dedicated-server configuration accepts mod IDs, one per line. Select the correct world and server-instance data path; copying workshop files alone does not configure the world's mod list. | Source |
| Military Conflict: Vietnam | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in vietnam/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Minecraft | Java loader mods; Java server plugins; Bedrock add-on packs | Match the edition, Minecraft version and loader. Java mod/plugin JARs are not Bedrock behavior/resource packs. Vanilla Java does not load Forge/Fabric mods or Bukkit plugins. | Source 1 · Source 2 · Source 3 |
| Mordhau | mod.io server mods | Server-side admin and gameplay mods are published on the game's mod.io service. Use the mod author's server activation and dependency instructions; client-only mods use different handling. | Source |
| Mount & Blade II: Bannerlord | Multiplayer modules | Use dedicated-server-compatible modules with their dependencies and the corresponding module launch selection. Client/single-player modules are not automatically usable on a dedicated server. | Source |
| Myth of Empires | Steam Workshop mods | The official private-server tool installs Workshop IDs and separately enables them in SteamModList. Downloaded files alone are not an activation list. | Source |
| nanos world | Lua packages; Asset packs | Packages go in the server's Packages directory with per-package Server, Client and Shared files. Index.lua and package configuration determine loading; select enabled packages in the server configuration. | Source |
| Necesse | Java mod packages | Use compatible mod JARs. The default mod directory is in user data; a custom server-local directory requires the -mod launch option. Resolve that path before import rather than assuming the installation's mods folder is active. | Source |
| NEOTOKYO | SourceMod plugins | SourceMod maintains game or engine support. Use the correct game/version-specific loader build; verify its game folder before importing plugins. | Source |
| No More Room in Hell | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in nmrih/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Nuclear Dawn | SourceMod plugins | SourceMod includes support for this game/engine. Use a compatible Metamod:Source and SourceMod build and verify the game folder; dependencies and extension binaries must match the server platform. | Source |
| Nuclear Option | Nuclei server plugins | The community Nuclei dedicated-server setup uses a game-specific mod loader. Verify the loader, plugin version and server launch instructions; generic client mods are not sufficient evidence. | Source |
| Onset | Lua server packages; Asset packages | Preserve index.lua, package.json and package assets. The server uses packages and autostart directories differently; choosing automatic startup is a separate decision. | Source |
| Palworld | Workshop server mods; Native server mod deployment | Windows dedicated-server mods need a server-compatible Info.json, files in the selected Workshop directory, and PackageName entries plus bGlobalEnableMod in Mods/PalModSettings.ini. -workshopdir overrides the path and -NoMods disables mods. The game applies install rules; Synix does not execute package instructions. | Source |
| Pirates, Vikings, and Knights II | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in pvkii/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Project Zomboid | Multiplayer mods | The developer documents multiplayer mod support and a mod manager. Build 41 and Build 42 mods are not interchangeable; mod identifiers, dependencies, load order and the dedicated-server setup must match the installed build. Review unstable-build warnings and back up the world before changes. | Source 1 · Source 2 |
| Reign of Kings | Oxide/uMod plugins | Requires the matching game-specific loader and version. .cs plugins are source code compiled by the loader, not by Synix. Verify current loader availability for legacy games. | Source 1 · Source 2 |
| rFactor 2 | Car and track component packages; Race-event packages | Dedicated hosting uses installed car/track components and a matching race-event/series package. Put .rfcmp/.rfmod packages in Packages, then install them with the game's ModMgr; copying files alone is not installation. The event must reference installed content, and paid content has separate hosting requirements. | Source 1 · Source 2 |
| Ricochet | AMX Mod X plugins | Requires a compatible Metamod and AMX Mod X installation. Compiled .amxx files go under the game's addons/amxmodx/plugins and must be enabled in configs/plugins.ini. Module/support files have separate destinations. | Source 1 · Source 2 |
| Rising World | Server plugins | The developer documents per-plugin subfolders for Java-edition server plugins. The current and legacy editions use different APIs; verify the installed edition and plugin format before using a destination. | Source |
| Rust | Oxide/uMod plugins | Requires the matching game-specific loader and version. .cs plugins are source code compiled by the loader, not by Synix. Verify current loader availability for legacy games. | Source 1 · Source 2 |
| Satisfactory | Satisfactory Mod Loader server mods | Requires a compatible SML and dedicated-server builds of the mods and dependencies. Complete packages use FactoryGame/Mods. Client-only packages will not work; the mod's server-platform support must be checked. | Source 1 · Source 2 |
| SCP: Secret Laboratory | LabAPI plugins | Current dedicated servers bundle LabAPI. Use plugins built for the matching API and the server instance's configured plugin directory. Older EXILED or other framework plugins are not automatically interchangeable. | Source |
| Silica | MelonLoader server plugins | Community server plugins require the Silica-compatible MelonLoader setup. Match the dedicated-server build and retain dependency files; do not install a loader by treating it as a plugin ZIP. | Source |
| Soldat | Server scripts; Custom maps | Dedicated servers support scripting and maps. Use the matching server's script system and permissions; client graphical mods are separate from server scripts. | Source |
| Space Engineers | Steam Workshop mods; mod.io mods; Server plugins | Select mods for the world/server configuration rather than copying a generic ZIP. Steam and crossplay/mod.io availability differ. Server plugins need the correct server implementation and plugin build. | Source 1 · Source 2 |
| Squad | Workshop mod folders | Complete published mod folders go under SquadGame/Plugins/Mods. Map/layer rotation must also select content provided by the installed mod; keep its folder structure and server/client version matched. | Source |
| StarRupture | Community ModLoader server plugins | Use the dedicated-server edition of AlienX's loader. Plugins go in its ModLoader/Plugins directory beside the server binary and require compatible interface versions and Enabled settings. The client edition is different. | Source |
| Stationeers | LaunchPad/BepInEx server mods | Use the dedicated-server LaunchPad package and compatible BepInEx. Export the enabled mod package from LaunchPad so mods and modconfig.xml stay together; do not copy the client loader into a server. | Source |
| Sven Co-op | AngelScript server plugins; Custom maps | The configured plugin_list_file (default default_plugins.txt) selects AngelScript plugins. Copying a script does not add it to that list; preserve map/script support files and match the server version. | Source |
| Synergy | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in synergy/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Team Fortress 2 | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in tf/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Team Fortress 2 Classified | SourceMod plugins | SourceMod maintains game or engine support. Use the correct game/version-specific loader build; verify its game folder before importing plugins. | Source |
| Team Fortress Classic | AMX Mod X plugins | Requires a compatible Metamod and AMX Mod X installation. Compiled .amxx files go under the game's addons/amxmodx/plugins and must be enabled in configs/plugins.ini. Module/support files have separate destinations. | Source 1 · Source 2 |
| Terraria | tModLoader mods; TShock plugins | These require different server implementations. tModLoader uses mod packages and an enabled list; TShock loads API-compatible DLLs from ServerPlugins. Vanilla Terraria does not load either. Resolve the active mod/save path before importing. | Source 1 · Source 2 |
| The Forest | Oxide/uMod plugins | Requires the matching game-specific loader and version. .cs plugins are source code compiled by the loader, not by Synix. Verify current loader availability for legacy games. | Source 1 · Source 2 |
| Treason | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in treason/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
| Unturned | Steam Workshop mods; Rocket/LDM plugins; OpenMod plugins | Workshop IDs go in the instance's WorkshopDownloadConfig.json. Rocket/LDM and OpenMod are separate plugin frameworks under Modules; plugin paths are per server instance. A plugin DLL is not a Workshop item. | Source 1 · Source 2 · Source 3 |
| V Rising | BepInEx server plugins | Requires the V Rising-compatible IL2CPP BepInEx pack, not an arbitrary BepInEx build. Match the mod's server/client designation, game version and dependencies. Server plugins are normally placed in BepInEx/plugins. | Source |
| Valheim | BepInEx server plugins | Install the Valheim-compatible BepInEx loader first. Server-compatible plugins go in BepInEx/plugins; dependencies and configuration must match. Some mods also require client installation; a Thunderstore manifest alone does not prove server compatibility. | Source |
| Wurm Unlimited | WurmServerModLauncher mods | Install the matching community server mod launcher and launch the patched server. Mod folders, properties files and dependencies must retain the launcher's layout. Importing a JAR alone does not install the launcher. | Source |
| Zombie Panic! Source | SourceMod plugins | Requires a compatible Metamod:Source and SourceMod build for this server version. Compiled .smx plugins go in zps/addons/sourcemod/plugins; accompanying translations, gamedata and extensions retain their documented folders. | Source 1 · Source 2 |
Needs verification
For the following games, the bundled review did not establish a reliable server-specific installation method. Client mods, custom maps without deployment instructions, and unrelated control-panel add-ons were not treated as sufficient evidence.
You may still inspect a ZIP/folder, but confirm the destination and activation using the author/game's dedicated-server instructions. Do not infer unsupported status from this list.
| Game | Game | Game | Game |
|---|---|---|---|
| Abiotic Factor | Action: Source | Airmen | America's Army: Proving Grounds |
| Angels Fall First | ASKA | Assetto Corsa Competizione | ASTRONEER |
| Atlas | Automobilista 2 | Avorion | Beasts of Bermuda |
| Beyond the Wire | Blackwake | BrainBread 2 | Chivalry: Deadliest Warrior |
| Chivalry: Medieval Warfare | Citadel: Forged with Fire | Codename CURE | Craftopia |
| Creativerse | CryoFall | Cubic Odyssey | D.A.T.A |
| Dark and Light | Darkest Hour: Europe '44-'45 | Day of Dragons | Days of War |
| Deadlived | DeadPoly | Desynced | Dune: Awakening |
| Dysterra | Eden Star | Enshrouded | Evolution Survival |
| Foundry | Frozen Flame | Half-Life Deathmatch: Source | Hanako: Honor & Blade |
| Heat | HELL'S NEW WORLD | Hellion | HumanitZ |
| HYPERCHARGE: Unboxed | Isles of Yore | Jabroni Brawl: Episode 3 | JBMod |
| Just Cause 2: Multiplayer | Just Cause 3 Multiplayer | Killing Floor | Killing Floor 2 |
| Last Oasis | Life is Feudal: Your Own | Longvinter | Mainland |
| Memories of Mars | Miscreated | Modular Combat | Monday Night Combat |
| Natural Selection 2 | Night of the Dead | Nightingale | No One Survived |
| NS2: Combat | Operation: Harsh Doorstop | Out of Reach | Outlaws of the Old West |
| Painkiller: Hell & Damnation | PixARK | Plains of Pain | PlayerVs |
| Primal Carnage: Extinction | Project CARS | Project CARS 2 | Puck |
| QANGA | RaceRoom | Re.Poly | Red Orchestra 2: Heroes of Stalingrad |
| Reflex Arena | Return to Moria | Right to Rule | Rising Storm 2: Vietnam |
| RuneScape: Dragonwilds | s&box | Saleblazers | Sapiens |
| SCP: 5K | SCUM | Serious Sam 2017 | Serious Sam 3: BFE |
| Serious Sam Classics: Revolution | Serious Sam HD: The First Encounter | Serious Sam HD: The Second Encounter | Ships At Sea |
| Smalland: Survive the Wilds | Sniper Elite 4 | Sons Of The Forest | Soulmask |
| Squad 44 (Post Scriptum) | Starground | Stormworks: Build and Rescue | Subsistence |
| Sunkenland | Survive the Nights | Takedown: Red Sabre | Team Fortress 2: Gold Rush |
| Team Fortress 2008 | The Front | The Haunted: Hell's Reach | The Isle |
| The Isle (Evrima) | The Riftbreaker | Tower Unite | Undoing |
| VEIN | Warfork | Wickland | Windrose |
| Wreckfest | Wreckfest 2 | Zero World |
Help improve a finding
Report the exact game/server version, whether the content runs on the server or client, the required loader/provider, authoritative instructions, expected folder structure, and activation steps.
A useful contribution distinguishes:
- Downloading the package.
- Installing a loader, if required.
- Deploying files or registering provider IDs.
- Activating the content and its load order.
- Checking client requirements.
- Updating, removing, and recovering safely.
Do not submit credentials, premium/private downloads, or claims of live verification without an actual test.
Catalog source · Game List · Other game workflows · Contributing definitions
