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GameServerManagers/LinuxGSM

LinuxGSM: A Shell-Based Manager for Dedicated Game Servers on Linux

The command-line tool for quick, simple deployment and management of Linux dedicated game servers.

4,909 stars863 forksShellMIT

At a glance

What is it?
LinuxGSM wraps installation, monitoring, updating and backup of more than 100 dedicated game servers into a single Bash script. It suits admins who are comfortable on the command line and want one tool per game server rather than a hosted panel.
Who is it for?
Adopt LinuxGSM if you run one or a handful of dedicated game servers on a Linux box you already administer and you prefer shell scripts over a web panel. Skip it if you need a browser interface, multi-tenant user accounts, or a container-first deployment, because none of those are described in the README.
Can I use it commercially?
Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
Is it still maintained?
Yes. The repository last received commits 53 days ago.
What is it written in?
Mainly Shell, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on September 30, 2026, and from our analysis. They are not legal advice.

Editorial analysis

What LinuxGSM takes off an admin's plate

Managing a dedicated game server by hand means repeating the same chores for every title: fetch the server binary, write a start script, keep it running after a crash, apply updates without losing player data, and keep a backup that is actually restorable. LinuxGSM exists to compress that work into one command-line tool. The README frames the problem plainly, saying that traditionally game servers are not easy to manage yourself and that admins often spend hours getting them working.

The tool is aimed at a specific reader: someone with shell access to a Linux machine who is willing to run commands rather than click through a control panel. The README lists installer, monitor, alerts, updater, server details, backup and console as the main features, and claims support for over 100 game servers. That breadth is the point. Instead of learning a different deployment recipe per game, you learn one script's command vocabulary and reuse it.

It is not a hosting product. There is no account system, no billing, no reselling layer described anywhere in the README. You bring the machine, and LinuxGSM manages the servers on it.

How the script is put together

The repository is overwhelmingly Shell, and the layout reflects a script-first design. The top level holds linuxgsm.sh alongside a directory named lgsm/, plus a package.json whose only runtime dependency is gamedig. The devDependencies are prettier and prettier-plugin-sh, which tells you formatting of shell code is handled by tooling rather than left to taste.

That gamedig dependency is the most interesting architectural detail available. Gamedig is a Node.js library for querying game servers, so the monitor feature is not purely a process check. It can ask a running server what state it is in. The practical consequence is that LinuxGSM needs Node.js present for that path to work, which is a heavier requirement than a pure Bash script would have.

The lgsm/ directory is where the per-game definitions live. The README does not document its internal structure, but the pattern of one script plus a directory of game-specific files is consistent with how the tool supports a long list of titles without one monolithic file per game. Per-game metadata is what makes the installer, updater and dependency checks game-aware. The README reinforces this by directing readers to a specific game server installation page to check dependency requirements, which implies dependencies are declared per game rather than globally.

Installing LinuxGSM and starting a first server

The README does not contain install steps. It points to linuxgsm.com and docs.linuxgsm.com for documentation, and to a per-game installation page for dependency requirements. The repository does ship linuxgsm.sh at the top level, which is the entry point the project distributes, but the exact invocation is not reproduced in the README, so treat the website as the authoritative source for the command.

What the README does establish is the order of operations. First confirm your distribution is supported. It names Ubuntu, Debian and CentOS, and warns that other distributions are likely to work but are not fully tested.

bash # Confirm your distribution is one the README names as supported cat /etc/os-release

Second, visit the installation page for the specific game you want. The README is explicit that each game server has its own dependency requirements, so there is no single prerequisite list to install up front.

bash # Example shape of a per-game dependency install on Debian or Ubuntu. # Check the game's page on linuxgsm.com for the actual package list. sudo apt update

Once the game server is installed through the documented procedure, the feature set in the README is what you operate: installer, monitor, alerts, updater, server details, backup and console. The README does not print the command names for these, so do not assume flags. Read them from the documentation before scripting anything around them.

If you plan to run this on a fresh machine, the sensible sequence is: pick the distro, install the per-game dependencies from the game's page, install LinuxGSM from linuxgsm.sh per the docs, then configure alerts before you need them. Alerts are useless if you wire them up after the first outage.

Where LinuxGSM stops being the right answer

The most concrete limitation is documented in the README itself: Ubuntu, Debian and CentOS are the distributions it will run on, and everything else is untested. On an unfamiliar distribution you are on your own, and shell scripts that assume package manager behaviour tend to fail in ways that are tedious to debug.

The second limitation is the interface. LinuxGSM is a command-line tool. If your team includes people who will not open a terminal, or if you need to hand a game server to a customer who expects a browser, this is the wrong layer. There is no web interface described in the README, and the related searches people run suggest that is a common expectation the project does not meet.

The third is operational scope. LinuxGSM manages servers on the machine it runs on. It is not a fleet orchestrator, and the README describes no scheduling, no multi-node placement, and no API. If you need to run fifty servers across ten hosts with a control plane, a single-machine shell tool will not get you there.

Finally, the dependency on gamedig means the monitoring path pulls in Node.js. On a minimal server where you deliberately keep the runtime surface small, that is a real cost to weigh.

LinuxGSM compared with container and panel approaches

The closest alternatives fall into two groups: container images and web panels. The difference is not cosmetic.

A Docker-based deployment packages the game server and its dependencies into an image. The image is the unit of deployment, so reproducibility across machines is strong and rollback means running the previous tag. LinuxGSM takes the opposite approach: it installs onto the host, using the host's package manager and filesystem. That makes it lighter to start and easier to inspect, because everything is a file you can read. It also means the host's state matters, and two servers on the same machine can collide over dependencies in a way containers would isolate.

Web panels such as Pterodactyl and AMP put a browser interface and a user model in front of the same underlying game servers. They give you multi-user access control and a dashboard out of the box. LinuxGSM gives you neither, and in exchange you avoid running a panel stack, a database and a web front end just to keep a server online. For a single admin on a single box, that trade is usually worth taking. For a community where several people need scoped access, it usually is not.

SteamCMD is not really a peer. It is the download client for Steam-based servers, and LinuxGSM uses that ecosystem rather than replacing it. The distinction matters when someone asks whether LinuxGSM is an alternative to SteamCMD: it is a layer above it, not a substitute.

Release cadence, licence and the cost of keeping up

The repository is not archived, and the last push was on 2026-08-07. Recent releases are v26.2.0 on 2026-07-19, v26.1.0 on 2026-04-19, and v25.2.0 on 2025-11-08. That is roughly a quarterly rhythm across the visible tags, which tells you updates arrive but not on a fixed schedule you can plan a maintenance window around.

Upgrade cost is low in the abstract, because the tool is a set of shell scripts and a git checkout rather than a compiled service. The real cost sits elsewhere: game server updates themselves. When a game ships a patch, the server binary changes and your configuration may need to change with it. LinuxGSM's updater feature is what the README offers here, but it does not promise that a game's breaking config change will be handled for you.

The licence is MIT. That is permissive: you can use, modify and redistribute it, including commercially, provided you keep the licence notice. It says nothing about the games themselves. Game server binaries carry their own licences and terms, often separate from the server manager, and those are the terms that will actually constrain what you can host. Read the licence of the game you intend to run, not just the MIT file in this repository.

One more cost worth naming: LinuxGSM is Shell. Contributing means writing Bash that survives shellcheck, which the repository configures via .shellcheckrc. If your team has no one comfortable in that language, you will consume the project rather than shape it.

Editorial conclusion

Adopt LinuxGSM if you run one or a handful of dedicated game servers on a Linux box you already administer and you prefer shell scripts over a web panel. Skip it if you need a browser interface, multi-tenant user accounts, or a container-first deployment, because none of those are described in the README. Before committing, open the installation page for your specific game on linuxgsm.com to confirm its dependency list, and check whether that game appears among the supported servers, since the README states each game server has its own requirements rather than one shared set.

Frequently asked questions

How do I install LinuxGSM?

The README does not include installation steps. It directs readers to linuxgsm.com and docs.linuxgsm.com for documentation, and to the installation page for the specific game server, which lists that game's dependency requirements.

How do I install LinuxGSM on Ubuntu?

The README names Ubuntu as a supported distribution but does not print install commands. It points to linuxgsm.com and docs.linuxgsm.com for documentation and to the specific game server's installation page for that game's dependency requirements.

Is LinuxGSM free?

LinuxGSM is released under the MIT licence, which permits use, modification and redistribution. The README also links to GitHub Sponsors and PayPal for optional sponsorship.

What is LinuxGSM?

It is a command-line tool for deploying and managing Linux dedicated game servers, with features listed as installer, monitor, alerts, updater, server details, backup and console, and support for over 100 game servers.

How does LinuxGSM differ from running SteamCMD directly?

The README describes LinuxGSM as a management tool layered on top of the deployment problem, listing monitoring, alerts, backups and updates alongside installation. SteamCMD is the download client for Steam-based servers, and the README links to Valve's SteamCMD documentation rather than presenting LinuxGSM as a replacement for it.

What is the best game server manager for Linux?

The README does not compare LinuxGSM with other managers. It describes LinuxGSM as a command-line tool for deploying and managing Linux dedicated game servers, supporting over 100 games, and points readers to linuxgsm.com for documentation.

Official sources

  1. GameServerManagers/LinuxGSM on GitHub
  2. License: MIT
  3. Project website
  4. README
  5. Releases
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