Free, browser-based config generators for popular dedicated game servers. Adjust sliders, copy the output, paste it into your server. No login, no nonsense, no half-broken templates from 2017.
Every dedicated game server has a config file. Sometimes it's Game.ini, sometimes server.properties, sometimes a 400-line XML — but the pain is always the same. You're at 2am, your hosting panel's "Expert Settings" tab gives you a blank textarea, and you're three wiki tabs deep trying to figure out whether BabyMatureSpeedMultiplier takes a decimal or an integer.
This site fixes that. Every generator on GamesOMG is a free browser-based tool that exposes every meaningful setting for that game's server config, explains what each one does in plain English, gives you sensible templates as starting points, and produces a clean output ready to paste into your server. No accounts, no premium tier, no analytics theater.
If a generator is in the Available now section above, it's done. Full settings coverage, every input wired up, share/load via a one-click URL, server templates ready to use. Currently live: ARK: Survival Ascended (both Game.ini and GameUserSettings.ini — roughly 150 settings between them with every quirk honestly flagged), Palworld (the two-line PalWorldSettings.ini format), Rust (server.cfg + matching Windows start.bat and Linux start.sh), Valheim (start_server.bat + admin lists), Conan Exiles (ServerSettings.ini + Engine.ini override + the time-restricted PvP windows that drive PvE-Conflict), 7 Days to Die (the full serverconfig.xml — blood moons, zombie speeds, land claim, and the EAC-versus-mods gotcha), V Rising (both ServerGameSettings.json and ServerHostSettings.json, with an Advanced section for the deep castle and stat tuning), and Project Zomboid (servertest.ini + servertest_SandboxVars.lua, with a Build 41 / Build 42 toggle that swaps the version-specific keys and enum scales).
If a generator is in Coming soon, it means we're building it next. Enshrouded is close behind — order roughly follows community size and how miserable each config file is to edit by hand. The pattern is consistent: same UI, same shareable links, same plain-English approach to tips, same multi-file output where the game spreads config across more than one file.
Every generator on this site is a single HTML page with semantic markup for each setting. Sliders for ranges, checkboxes for toggles, dropdowns for enums, numbers for hard values. There's no React, no build step, no framework — just clean HTML, CSS, and ~20KB of vanilla JavaScript that reads the DOM, generates the output, and handles share/load via a small Cloudflare Worker. You can view-source any generator and read the entire thing top to bottom. The choice is deliberate: AI search engines and Google both crawl raw HTML faster and more reliably than JS-rendered content, so putting all the tip text directly in the page is how the long-tail keyword coverage actually compounds.
A hosting panel (Nitrado, GPortal, ServerKnight, etc.) wraps the same config files in their own GUI — they're showing you the same INI under the hood. Our generators do two things their panels usually don't: explain every setting in plain English (panels typically just label them with the raw INI key), and let you share a working configuration as a one-click URL. You take our output and paste it into the panel's "Configuration Files" section.
Yes. Each generator is verified against the game's current patch at build time, and updated when games push major changes — Palworld's Sakurajima patch renamed several keys, Conan's recent updates added the time-restricted PvP schema, ARK keeps tweaking its per-level stat array. If you spot a key that's gone stale or a default that's wrong, send it via the contact page and we'll fix it.
For vanilla settings, yes — modded servers still respect the base game's ini values. For mod-specific overrides (Pippi, Age of Calamitous, Oxide plugins, Valheim Plus, BepInEx), no — those live in mod-specific config files that the mod authors document themselves. We deliberately don't pretend to handle modded configs because the mod ecosystem moves faster than any generator can track.
Because there are no accounts. The Share button gives you a short URL — bookmark it, save it in Discord, store it in a notes app. We deliberately don't ask for emails or build a login system; the entire account-management surface is "the URL you saved." Less data to leak, less infrastructure to maintain, less friction to use.
The roadmap is driven by community size + config-file pain. If your game has a meaningful self-hosting community and a config format that's painful to edit by hand, it'll likely make the list. Drop a request via the contact page — we keep a running queue and the ones that get asked for repeatedly move up the priority order.
The next round of cross-game tools in planning: an INI validator (paste your existing config, see what's broken, deprecated, or non-standard), a settings-search tool that works across all games (when one game's quirk applies to another), and a "my server is acting weird" troubleshooter that maps symptoms to likely config causes. Got an idea? The whole point is to build the tool we wished existed five years ago.