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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

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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:

  1. Downloading the package.
  2. Installing a loader, if required.
  3. Deploying files or registering provider IDs.
  4. Activating the content and its load order.
  5. Checking client requirements.
  6. Updating, removing, and recovering safely.

Do not submit credentials, premium/private downloads, or claims of live verification without an actual test.

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