---
title: "How to Install the Asylum Mod on a 7 Days to Die Server (Asylum 3.3)"
description: "Install the Asylum horror overhaul on a 7 Days to Die server: Asylum 3.3, the v3.3.0 branch, EAC off, the 18.7 GB upload and a new world."
url: "https://www.gameserverkings.com/knowledge-base/7-days-to-die/7-days-to-die-asylum-mod/"
category: "7 Days to Die"
category_url: "https://www.gameserverkings.com/knowledge-base/7-days-to-die/"
published: "2026-10-28T09:54:06.573Z"
updated: "2026-10-28T09:54:06.573Z"
source_format: "markdown"
site: "GameServerKings"
---

# How to Install the Asylum Mod on a 7 Days to Die Server (Asylum 3.3)

The Asylum is a horror total overhaul for 7 Days to Die, made by AsylumMods with DuhWolf as co-creator and POI developer. Its author lists 750+ custom content pieces, 600+ entities (demons, horror icons and mutants among them), 7 character classes and 320 quests, with progression running to Tier 10 instead of vanilla's 6. This guide covers installing it on [your 7 Days to Die server](/games/7-days-to-die-server-hosting/): the game version it needs, the settings that have to change, and the upload, which is much larger than most mods.

The Asylum is not a drop-in modlet. Like the other big overhauls, it has to be on the server **and** on every player's PC, on the same game version, with EAC off. For the general mod basics first, see [How to Install Modlets and Overhaul Mods](/knowledge-base/7-days-to-die/how-to-install-modlets-and-overhaul-mods/).

> [!NOTE] Version state, checked 28 October 2026
> The current build is **Asylum 3.3**. The author's listing on 7daystodiemods.com says "Now updated for 3.3" and was last updated on 10 October 2026, and the 7D2D Wiki's mod page says the same. 7 Days to Die itself moved to **V3.4.0 stable on 26 October 2026**. We have found no statement from the Asylum team that 3.3 runs on V3.4, so treat the server as needing the `v3.3.0` branch until they say otherwise. Check the mod page before you install, because the Asylum updates often: 3.2, 3.2.1, 3.2.2 and 3.2.2f all came out between 15 and 23 September 2026.

## Before You Start

Four requirements. Skip any of them and the mod won't load or players won't be able to join:

- **The right game version.** Asylum 3.3 targets 7 Days to Die V3.3. A default install is now on V3.4.0, so ask support to pin your server to the `v3.3.0` branch (see Step 2). Every player picks the same branch in Steam under **Properties → Game Versions & Betas**.
- **EAC off, on the server and every client.** The 7D2D Wiki's page for the mod says "EAC must be disabled". The Asylum is also built on code frameworks (its credits name SCore and NPCCore), and any mod that ships code needs EAC off, as our [mod guide](/knowledge-base/7-days-to-die/how-to-install-modlets-and-overhaul-mods/) explains.
- **The mod on every client.** The mod page lists it as "Server & Client Side". The server alone isn't enough.
- **A new world.** The Asylum team's own wiki says "Asylum 3.3 requires a full redownload and a new save", and earlier major updates said the same. An existing vanilla or older-Asylum world won't carry over.

> [!WARNING] The download is about 18.7 GB
> The Asylum 3.3 file on the mod page is `Asylum3.3public.zip` at 18,719,089,460 bytes, one archive of about 18.7 GB. That is far bigger than any other overhaul we cover. Check that your plan's disk has room for it, plus the world, before you start. If you upload the zip and unpack it on the server, the zip and the unpacked files both need space until you delete the zip.

Take a backup through the panel's **Backups** tab before you begin. See [How to create a backup](/knowledge-base/general/how-to-create-a-backup/).

## Step 1: Download the Asylum

The Asylum is published on its 7daystodiemods.com page (the **Download** tab), and the 7D2D Wiki also lists the 7D2D Mod Launcher as a source. The team's Patreon and Discord are linked from the mod page. Take the build from one of those, not from a re-upload elsewhere, so the server and your players end up with the same files.

Unzip it on your PC. The team's install guide says to copy the mod folders from the extracted Asylum folder into the game's `Mods` folder. That is what you will do on the server too.

## Step 2: Pin the Server to v3.3.0

1. Stop the server from the **Console** tab.
2. Open a ticket asking for the `v3.3.0` branch. Steam keeps every 7 Days to Die release as its own branch, and `v3.3.0` is the V3.3.0 stable build. The [dedicated server guide](/knowledge-base/7-days-to-die/7-days-to-die-dedicated-server/) explains branches and why we switch them for you.
3. After we confirm, start the server once and check the version line in the console, then stop it again.

## Step 3: Upload the Mod Folders

The server's `Mods/` folder is in the server root, the same place the game looks for it on a PC. Our install creates it for you.

1. Connect over [SFTP](/knowledge-base/general/how-to-upload-files-via-sftp/). Your credentials are in the panel's **Settings** tab. SFTP is the practical option at this size. The File Manager doesn't take folder uploads, but it can unpack a zip you upload with **Unarchive**.
2. Copy the Asylum's mod folders into `Mods/`, each one directly inside it.
3. Check the layout. The team's guide gives `Mods/Asylum3.0.1` as correct and `Mods/Mods/Asylum3.0.1` as wrong: one level too deep and the game doesn't load it. Every mod folder needs its own `ModInfo.xml` one level down, at `Mods/<folder>/ModInfo.xml`.

> [!IMPORTANT] Leave the game's own folder in Mods/
> The team's install guide warns: "MAKE SURE YOU HAVE THE TFP FILE INSTALLED IN MODS FOLDER". It means the folder the game itself puts in `Mods/`. The guide says it's missing if you skip that step, you get red errors on startup, and the fix is to verify the game files. So add the Asylum folders next to what is already in `Mods/` rather than deleting the folder and replacing it. If the game's folder is gone on the server, ask support to reinstall the game files.

## Step 4: Disable EAC

Open `serverconfig.xml` in the server root in the File Manager and set:

```xml title="serverconfig.xml"
<property name="EACEnabled" value="false"/>
```

Save the file. Our startup command doesn't pass an EAC flag, so the file decides. Every player then launches the game with **Play without EAC** in the game's launcher, or they can't join.

## Step 5: Set Up a New World

The team recommends a new random-generated world of 8K to 10K. On our servers the map comes from the **Startup** tab, not from `serverconfig.xml`. The panel passes its values as launch options, and those win over the file:

| Startup field | Set it to | Why |
|---|---|---|
| **Map Type** | `RWG` | A random-generated world, as the Asylum team recommends |
| **Map Size** | `8192` or `10240` | The team's 8K to 10K range. The panel takes multiples of 2048 from 6144 to 10240 |
| **Map Seed** | A new value | A new seed or size means a new world, which the Asylum needs anyway |

Then start the server. The team's guide says the first load takes 5 to 20 minutes and later loads are faster. Watch the **Console** and let world generation finish. Restarting during generation can corrupt the world.

The game logs each mod as it loads, with lines like `INF [MODS] Loaded Mod: …`, so you can confirm the Asylum folders are being read. The egg also writes the full log to `logs/latest.log`, which is easier to search.

## Step 6: Get Your Players Ready

Send your group three things:

1. **The same Asylum build** as the server (3.3), from the same source.
2. **The same game branch.** In Steam: **Properties → Game Versions & Betas** → `v3.3.0`.
3. **Play without EAC** when launching.

The team's guide gives a quick client check: "If installed correctly, the Asylum loading screen will appear." If a player gets the vanilla menu, the mod folders on their PC are in the wrong place.

The Asylum's own options (fog blocks, night brightness, Spook Mode and wind sway) are set in game. Press **ESC** to open the Asylum Settings panel. There are no `serverconfig.xml` properties for them.

## Updating the Asylum

Asylum updates often need a new world and a full re-download, so treat each one like a new install:

1. Read the update notes on the mod page before you touch the server. 3.3 required a new save, and so did 3.0.1 and 2.5.3.
2. Back up, then stop the server.
3. Remove the old Asylum folders from `Mods/` before uploading the new ones. Patches 2.4.3 and 2.5.2 told players to delete all mods first because the load order had changed. The team's current guide also requires the game's own folder in `Mods/` (see Step 3), so delete the Asylum folders and leave that one.
4. If the new build targets a different game version, ask support to move the branch.
5. Every player updates to the same build before joining.

## Common Issues

| Problem | Fix |
|---|---|
| Server boots vanilla, no Asylum content | Mod folders are one level too deep (`Mods/Mods/...`) or missing `ModInfo.xml`. Each folder sits directly in `Mods/` |
| Red errors on boot, or the mod won't load | Wrong game version: the server is on V3.4 rather than `v3.3.0`. The team's Q&A gives the same cause for red errors on the client. Ask support to pin the branch |
| Players can't connect | EAC is on somewhere, a player is on a different game branch, or their Asylum build differs from the server's. All three have to match |
| Players get the vanilla menu | The mod isn't installed correctly on their PC. Client-side install is required |
| First boot seems frozen | World generation is running. Give it 20 minutes or more on a large map and watch the console instead of restarting |
| Disk full during the upload | The 18.7 GB archive plus the unpacked files exceeded the plan's space. Delete the zip once it's unpacked, or unpack it on your PC and upload the folders over SFTP |
| Old world broken after an update | Asylum updates often need a new save. Restore your backup to keep playing the old build, or start a new world |

## FAQ

### Does the Asylum mod work on a dedicated server?

Yes. It is listed as "Server & Client Side": the mod goes on the server and on every player's PC. On our servers it goes in `Mods/` in the server root, with EAC off in `serverconfig.xml` and the server pinned to the game version the build targets.

### What 7 Days to Die version does the Asylum need?

Asylum 3.3 was updated for game version 3.3. The game moved to V3.4.0 on 26 October 2026, so pin your server and your players to the `v3.3.0` branch until the Asylum team publishes a build for 3.4.

### Do players need to install the Asylum mod?

Yes. Every player needs the same build, on the same game branch, and launches with **Play without EAC**.

### Can I add the Asylum to my existing world?

No. It's a total overhaul, and the team says 3.3 "requires a full redownload and a new save". Back up the old world if you want to keep it, then start a new one.

### Can console players join an Asylum server?

No. Any mod rules out PS5 and Xbox crossplay. The Fun Pimps require EAC on and no mods for console players. See [Is 7 Days to Die crossplay?](/knowledge-base/7-days-to-die/7-days-to-die-crossplay/).

## What to Read Next

- [7 Days to Die Mods: How to Install Modlets and Overhauls on a Server](/knowledge-base/7-days-to-die/how-to-install-modlets-and-overhaul-mods/) for EAC, the `Mods/` layout and how the other overhauls compare
- [How to configure Darkness Falls for 7 Days to Die](/knowledge-base/7-days-to-die/how-to-configure-darkness-falls/) and [How to configure Undead Legacy for 7 Days to Die](/knowledge-base/7-days-to-die/how-to-configure-undead-legacy/) for the other two big overhauls
- [7 Days to Die Dedicated Server: Setup, Launch Options, Ports and Branches](/knowledge-base/7-days-to-die/7-days-to-die-dedicated-server/) for branch pinning and what the Startup tab overrides
- [Managing your 7 Days to Die server](/knowledge-base/7-days-to-die/7d2d-maintenance/) for backups before and after mod changes

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