Just had the exact same issue with a PalWorld server.
I had to connect to a VPN near my Datacentre from UK to Germany just to get around the SteamGuard.
Why are we even using our Steam credentials for something like this? Why can't we just have an API key?
This is also something I would like to see.
Nothing extracted yet.
I ran into this while setting up a dedicated DayZ server on Linux for a group of friends.
My VPS is in the US, but I’m currently located in another country. I’m basically the “game server guy” for our friend group, so I handle the server setup and keep things running so everyone can play together.
That setup seems pretty normal for community servers, but Steam treats it like a suspicious account login because SteamCMD is coming from a datacenter IP in a different country.
For DayZ specifically, anonymous SteamCMD does not work for the server files or Workshop flow in the way a lot of other dedicated servers do. A Steam account is required, and Workshop downloads are tied to the owning account for app 221100.
That creates a bad set of choices for server admins:
None of those are great.
What would help is some kind of SteamCMD/server-operator auth flow. For example:
A scoped server token
A pairing flow for SteamCMD
steamcmd +pairBetter Steam Guard handling for headless use
Better errors
workshop_download_itemfailures likeI/O Operation Faileddo not clearly explain whether the problem is entitlement, auth, Steam Guard, rate limit, or content failureI understand why Steam is careful with account security. The problem is that dedicated server administration is a legitimate use case, and right now the safest path often requires either using a main account on a remote server or buying duplicate copies of games for throwaway server accounts.
A scoped/revocable SteamCMD token would be a lot safer than the current username/password workaround.