SteamCMD is a command-line version of the Steam client. It allows you to download and install games/server apps on a headless server. This container image builds daily and is available on Docker Hub as well as GitHub Container Registry.
Tag(s) | Ubuntu Release | Standard Support Ends* | Notes |
---|---|---|---|
latest , ubuntu |
24.04 LTS (Noble) | April 2029 | Current LTS |
ubuntu-24.04 |
24.04 LTS (Noble Numbat) | April 2029 | Current LTS |
ubuntu-22.04 |
22.04 LTS (Jammy Jackalope) | April 2027 | Previous LTS |
ubuntu-20.04 |
20.04 LTS (Focal Fossa) | April 2025 | Legacy (receives security updates) |
*Dates are end of standard (free) security updates per Canonical's published LTS schedule. Extended Security Maintenance (ESM) may continue beyond these dates, but images may be deprecated earlier if upstream packages (e.g. SteamCMD dependencies) become unavailable.
Pull the latest image and open SteamCMD interactive prompt:
docker run -it --rm gameservermanagers/steamcmd:latest
Download and update an app into the current host directory (example: Garry's Mod Dedicated Server - appid 4020):
docker run -it --rm \
-e PUID=$(id -u) -e PGID=$(id -g) \
-v "$PWD:/data" \
gameservermanagers/steamcmd:latest \
+force_install_dir /data +login anonymous +app_update 4020 +quit
SteamCMD stores its own library data (manifests, depots, workshop cache) in /home/steam/.local/share/Steam
. We use +force_install_dir
to place the app files in its own directory. If you omit +force_install_dir
(or put it after the first +app_update
) the app installs under:
/home/steam/.local/share/Steam/steamapps/common/<AppName>
Using a distinct mount (e.g. /data
) along with +force_install_dir /data
keeps app files seperate from the Steam library cache.
docker run -it --rm \
-e PUID=$(id -u) -e PGID=$(id -g) \
-v "$PWD:/data" \
-v "/path/on/host/steamcmd-app:/home/steam/.local/share/Steam" \
gameservermanagers/steamcmd:latest \
+force_install_dir /data +login anonymous +app_update 4020 +quit
docker volume create steamcmd-data
docker volume create steamcmd-app
docker run -it --rm \
-v "steamcmd-data:/data" \
-v "steamcmd-app:/home/steam/.local/share/Steam" \
gameservermanagers/steamcmd:latest \
+force_install_dir /data +login anonymous +app_update 4020 +quit
The image uses a non-root user steam
(default UID:GID 1000:1000). You can override these IDs at runtime with environment variables PUID
and PGID
; the entrypoint will map the user/group before executing SteamCMD so created files match your host user.
docker run --rm \
-e PUID=1001 -e PGID=1001 \
-v "$PWD/steam-app:/home/steam/.local/share/Steam" \
-v "$PWD/server-data:/data" \
gameservermanagers/steamcmd:latest \
+force_install_dir /data +login anonymous +app_update 4020 +quit
You can still bake alternate defaults (not required for most users):
docker build --build-arg PUID=1001 --build-arg PGID=1001 -t steamcmd:uid1001 -f Dockerfile.ubuntu-2404 .
Symptom | Cause | Fix |
---|---|---|
Files not showing in directory | Host dir owned by different UID | Run with matching PUID/PGID or chown host dir |
Steam Guard code every run | Sentry file not persisted (no volume or unwritable) | Mount and ensure ownership of Steam data dir |
Root-owned files in host mount | Ran container with --user root |
Remove --user ; use PUID/PGID env vars |
SteamCMD supports anonymous and authenticated logins. Use anonymous wherever possible.
docker run --rm \
-e PUID=$(id -u) -e PGID=$(id -g) \
-v "$PWD/steam-app:/home/steam/.local/share/Steam" \
-v "$PWD/server-data:/data" \
gameservermanagers/steamcmd:latest \
+force_install_dir /data +login anonymous +app_update 4020 +quit
Some apps (e.g. certain private branches, tools, or beta depots) require a Steam account.
This will almost always trigger Steam Guard on first use and again later because nothing is persisted:
docker run --rm \
-e PUID=$(id -u) -e PGID=$(id -g) \
-v "$PWD/server-data:/data" \
gameservermanagers/steamcmd:latest \
+@ShutdownOnFailedCommand 1 +force_install_dir /data \
+login "${STEAM_USER}" "${STEAM_PASS}" +app_update 223350 +quit
Persist /home/steam/.local/share/Steam
so the sentry (guard) file is cached and subsequent runs skip the code prompt.
docker run --rm \
-e PUID=$(id -u) -e PGID=$(id -g) \
-v "$PWD/steam-app:/home/steam/.local/share/Steam" \
-v "$PWD/server-data:/data" \
gameservermanagers/steamcmd:latest \
+@ShutdownOnFailedCommand 1 \
+force_install_dir /data \
+login "${STEAM_USER}" "${STEAM_PASS}" +app_update 223350 +quit
Recommendations:
- Always mount persistent Steam data for authenticated workflows (see Data Persistence section) to avoid repeated Steam Guard prompts.
- Pass credentials via environment variables or a one‑shot secret, not hard‑coded in compose files committed to source control.
- After any Steam Guard (2FA / email) prompt, you can supply the code inline:
+login user pass CODE
(third argument) or run once interactively to cache the sentry file in the mounted Steam directory. - Use a dedicated throwaway account with only the required entitlements; never your main account.
- Treat the mounted Steam data directory as sensitive (contains auth tokens / sentry files). Do not publish it.
- Run interactively once with a persistent Steam data mount.
- Enter the code when prompted (do NOT add it to scripts).
- Subsequent scripted runs succeed without further prompts because the sentry file is stored.
Common commands / flags you can chain after the image name (order matters; see notes below):
Command / Flag | Purpose | Example Snippet |
---|---|---|
+login anonymous |
Anonymous login (most dedicated servers allow) | +login anonymous |
+login <user> <pass> |
Authenticated login (needed for some apps / private betas) | +login myuser mypass |
+@NoPromptForPassword 1 |
Suppress interactive password/guard prompts (fail fast) | +@NoPromptForPassword 1 +login myuser mypass |
+@ShutdownOnFailedCommand 1 |
Abort remaining commands if one fails | +@ShutdownOnFailedCommand 1 |
+force_install_dir <path> |
Set target directory for app files (must come before +app_update ) |
+force_install_dir /data |
+app_update <appid> |
Install or update an app (server / game) | +app_update 896660 |
+app_update <appid> validate |
Integrity check & re-download missing/corrupt files (slower) | +app_update 740 validate |
+app_status <appid> |
Print install status / progress (debug) | +app_status 896660 |
+app_info_update 1 |
Refresh app info cache (used before querying details) | +app_info_update 1 |
+workshop_download_item <appid> <itemid> |
Download a specific workshop item | +workshop_download_item 4020 3418671232 |
+download_depot <appid> <depotid> <manifest> |
Fetch a specific depot/manifest (version pinning) | +download_depot 90 90 402078904020789 |
+sSteamCmdForcePlatformType <os> |
Force platform (Linux / Windows / macOS) for content | +sSteamCmdForcePlatformType windows |
+runscript <file> |
Execute batch of commands from script file | +runscript /scripts/install.txt |
+quit |
Exit steamcmd when previous commands complete | +quit |
- Recommended order:
+@ShutdownOnFailedCommand 1 +@NoPromptForPassword 1 +force_install_dir /data +login ... +app_update <appid> validate +quit
- Always place
+force_install_dir
before the first+app_update
or files go to the default library (/home/steam/Steam/steamapps
). - Append
validate
sparingly; use it for initial install or when corruption is suspected. - Use a script file (
+runscript
) for complex multi-app workflows; each line should mirror the inline form (without shell quoting issues). - For workshop items, ensure the base app (server) is installed first; workshop content lands under the app's workshop directory.
+download_depot
may require authenticated login and correct branch access; manifests are version-specific.
Q: How do I find an appid? Search SteamDB and use the numeric App ID shown.
Q: Why do I get "Failed to connect" or SSL errors? Usually transient network or firewall DPI interference. Retry, or ensure outbound TCP 27015/27036 & HTTPS ports are open.
Q: Can I run multiple updates in one container invocation?
Yes, either chain multiple +app_update
commands or use a runscript file with one per line.
Q: Do I need to expose any ports? No for downloading content. Game server ports are handled by the separate server container you build/run using the downloaded files.
This container is based off of the steamcmd container and is primarily used for LinuxGSM game servers.