DayZ Frostline · Settlers server three · Live since October 28, 2026

Settlers presents Sakhal DayZ Roleplay server

83 km² of snow, volcanic rock and frozen harbours in the far east, played as a first-person DayZ roleplay server. No Wall and no zones: from shore to shore, nobody shoots without initiating first.

Screenshot: DayZ Frostline · © Bohemia Interactive

The third server Sakhal is the island of DayZ Frostline, and since October 28, 2026 Settlers runs it as a third DayZ roleplay server next to ChernarusPlus 2.0 and Nasdara. Same community, same Discord, same rulebook, and the opposite of Nasdara where it matters most: there is no Wall here, and the whole island plays by the southern rules. No KOS anywhere, initiation first. You need DayZ Frostline to join.

The server

Find it, join it

Search for the name in the DZSA Launcher or connect by IP. The tile shows the server as it is right now.

Server dossier

Name
Settlers | Sakhal | Roleplay
IP
172.111.51.223
Port
2502
Slots
100
Perspective
First person only
Restarts
Every ~4 hours
Clock
4× by day, 12× by night
Season
Late winter, all year
Mods
24, Vanilla+
Requires
DayZ Frostline
All 24 mods the launcher installs them

Gear and food

  • SNAFU Weapons
  • WindstridesClothingPack
  • LoftDModGR Clothes Pack
  • CookZ
  • Combinable Items

Vehicles

  • IRP Land Rover Defender 110
  • RedFalcon Mosquito Mk III
  • MuchCarKey
  • FlipTransport
  • Vehicle Shooting

Bases

  • RaG_Core
  • RaG_BaseItems
  • STL_RaGLock

Roleplay and comfort

  • Survivor Animations
  • IAT_Dynamic_Radio_Ranges
  • SchanaAutorun
  • Ear-Plugs
  • VanillaPlusPlusMap

Under the hood

  • CF
  • Dabs Framework
  • VPPAdminTools
  • Anti-NVIDIA Inspector
  • LightObjects
  • STL_AimCameraFix
Sakhal …
Day … … / … players online Next restart in …

Sakhal is a paid expansion: without DayZ Frostline on your Steam account, you cannot join. Settlers runs the same Vanilla+ core as on Nasdara, with 100 slots and without the Wall, the traders and the custom areas of Chernarus.

The map

The island on paper

This is the map your character unfolds in game, Bohemia's own survey of Sakhal with every road, contour line and name on it. Pick a place and the map flies there. Drag to move, hold Ctrl and scroll to zoom, or open it fullscreen.

The in-game paper map of Sakhal: the main island with the Odinokiy volcano in its north and the towns Petropavlovsk-Sakhal'skiy, Severomorsk, Rudnogorsk, Nogovo and Aniva on its coast, the Burukan naval base on the western island and smaller islands all around.
Settlers · Sakhal · 15.4 × 15.4 km Zoom 1.0×
Hold Ctrl and scroll to zoom
Selected place Fresh spawn

Map: the DayZ Frostline in-game map of Sakhal, © Bohemia Interactive. Purple outlines mark military areas, a small arch marks a cave. Grid references count in 100 m steps from the top left, the same way iZurvive does, so you can type them straight into its search.

Lay of the land

Six corners of the island

Sakhal is an archipelago: one large main island with the volcano in its north, the naval island to the west and a scatter of smaller islands around them. The towns sit on the coast, where the harbours are. Inland it is hills, forest, frozen ponds and steam.

Map detail of the west coast: Petropavlovsk-Sakhal'skiy around its harbour, with Bolotnoye to the south.

West

The capital coast

Petropavlovsk-Sakhal'skiy fills the west coast around its harbour, with more houses, shops and services than anywhere else on the island. Zhupanovo and Sovetskoye sit up the coast road to the north, Bolotnoye on the road south, where the strait to the naval island opens.

Map detail of the north coast: Severomorsk, Orlovo, Podgornoye and Rybnoye on the coast road, the island of Tungar offshore.

North

The spawn coast

The coast road runs east from Evai through Severomorsk, Orlovo, Podgornoye and Rybnoye to Rudnogorsk, then turns south down the east shore. Fresh characters wash up somewhere along it. Offshore lie the small islands of Ushki and Tungar.

Map detail of the centre: the Odinokiy volcano, the Sakhal geothermal station, Goryachevo and Dolinovka, and a military area on Pik Volchiy.

Centre

Fire under the snow

Odinokiy vulkan rises 556 m over the north of the island. South of it the geothermal station draws on the heat, hot springs steam in the valleys around Goryachevo and geysers erupt without much warning. A military area sits on the slopes of Pik Volchiy to the west.

Map detail of the south: Nogovo with the airfield and its military compound to the west, Dudino on the shore.

South

Nogovo and the airfield

Nogovo is the town of the south, with the island's runway on its western edge and a fenced military compound beside the hangars. Dudino lies on the shore below, the bay of Raketnaya bukhta opens to the west and the Slomanny islets sit off the coast.

Map detail of the south-east: Aniva on its bay, with Vostok and Shumnoye on the coast road to the north.

South-east

Aniva and the east shore

Aniva closes the spawn coast in the south-east, with a harbour on its bay. North of it the road follows the shore through Vostok, Shumnoye and Baikovo. Inland, Vysokoye sits below the Ledyanoy greben ridge, and Yuzhnoye guards the road along the south coast.

Map detail of the western island: the piers of the Burukan naval base, Tugur and Burukan inside the military boundary.

West island

Burukan naval base

The navy holds the whole western island: one military boundary around Neran, Burukan, Tugur, Cherny Mys and Kekra, with long piers along the inner shore. On Settlers it plays by the same rules as everywhere else on Sakhal, initiation first.

Combat

One rule set, the whole island

All of Sakhal

Roleplay

No KOS. Initiation required.

  • Initiate first: a clear voice call the other side can actually hear, then about 3 seconds to react.
  • They comply, you rob them or take them hostage. You do not kill them.
  • They resist, run or draw, and it is a full firefight. Both sides free to kill.
  • Defending your own base needs no call: raiders may be shot on sight.
  • Shot without warning? Shoot back to survive, then open a ticket and post your clip.

On Chernarus the Wall decides how a fight is allowed to start. Sakhal has no Wall either, and it goes the other way from Nasdara: everywhere on this island you play by the rules that hold south of the concrete on Chernarus. There are no red pockets here, the naval base included.

Everything else in the server rules applies here exactly as it does there: roleplay, base building, raiding, storage and group limits. Only the parts about the Wall itself stay behind.

An initiation is not a formality. A demand the other side can hear gives them a choice, and that choice is where the stories on Settlers start.

Read the full rules

Survival

What the island throws at you

Sakhal is the coldest map Bohemia has built for DayZ, and the cold is a mechanic, not a backdrop. These are the things that kill new arrivals first.

Cold sets the clock

Sakhal sits below freezing for most of the day. Your body heat drains in wind, snow and wet clothes and comes back at fires, indoors and under layers. Water is no refuge: almost everything you could fall into is barely above zero.

  1. −10 to −5 °CThe airIn February, before wind and snow.
  2. −0.5 °CThe seaSwim only if you have to.
  3. 2 °CLakes and riversCold enough to hurt.
  4. 90 °CHot springsWarm air, scalding water.

Hot springs and geysers

Hot springs steam around the geothermal station and in the hills east of it. Their warmth reaches a few metres, which makes them good places to thaw out, but wade in deeper than your knees and the water scalds. Some are geysers: when one starts to bubble, step back, because the eruption kills.

Heavy metals

Snow and water on a volcanic island can carry heavy metals. Boiling and purification tablets leave them in, chelating tablets take them out, from the bottle or from you. Untreated, the poisoning shakes your hands, drains your water, takes your hearing for a while and ends in vomiting and lost health.

Frozen food, worn tools

Most food you find is frozen solid and has to be thawed at a fire before you can eat it. The cold is hard on gear as well: tools wear out a fifth faster here than on a warm map.

Snow, never rain

It does not rain on Sakhal, it snows. Snowfall comes and goes, storms bring thunder with the snow, and the wind reaches 20 m/s. Cars leave tracks in fresh snow, and a fire melts the snow around it.

Caves

Caves in the hills keep the wind off and make good camps for a group or a long night. The paper map marks every entrance with a small arch, so look before you set out.

Wolves and bears

Grey and white wolves hunt in packs, brown bears roam the forests. They are after the same reindeer you are, and they do not wait for an initiation.

Late winter

Dress warm, the nights are long

The island is held in February, all year round. Days are short, nights run at twelve times real speed on Settlers and still take about an hour, and a fresh character arrives with a quarter of an hour of protection from the flu. Spend it finding a jacket.

FebruaryEvery day of the year
~1 hourA night, in real time
15 minutesFlu protection after spawning

New in Frostline

What you get in return

The expansion also brought new ways to get around, eat and dress for the weather. Settlers runs all of it as Bohemia shipped it, plus the additions you know from Nasdara.

Rubber boats

Twenty-two rubber boats wait along the shores. A spark plug and fuel get one running, three passengers ride behind the driver and there is no storage. A tire repair kit patches the hull, and a ruined boat sinks slowly enough to get out.

Wildlife

Frostline brought reindeer, red foxes and brown hares to hunt. Wolf packs and brown bears share the forests with them, and goats and sheep stay near the farms.

  • Reindeer
  • Foxes
  • Hares
  • Wolves
  • Bears
  • Goats
  • Sheep
  • Deer, not on Sakhal
  • Wild boar, not on Sakhal
  • Cattle, not on Sakhal

Fishing

Two new fish bite here: walleye pollock, by far the most common, and steelhead trout. You can fish from a boat as long as it lies still. Old wellies come up now and then, too.

Winter gear

Clothing comes in insulation variants, and Sakhal spawns the warm ones: winter hunter gear, the snowstorm ushanka, the budenovka, sherpa beanies and the shemagh, which doubles as a face cover.

Listen to the wind

Sakhal has a soundscape of its own, with northern birds and the clank of metal in the harbours. When the wind picks up every animal goes quiet, and on a still day far from the trees the island can be almost silent.

Ours, too

The Settlers additions from Nasdara run here as well: one two-seat Mosquito Tandem on the whole island, the Land Rover Defender 110, code locks on RaG furniture and radios with real ranges. Bullets and blows do nothing to base parts, and only a hacksaw gets past an attached code lock.

Facts from Bohemia Interactive's DayZ Frostline release notes and dev blogs, the 1.30 game scripts, the vanilla Sakhal mission files and the in-game map.

Pick your ground

Chernarus, Nasdara or Sakhal?

All three servers run at the same time, with the same people behind them.

TopicChernarusPlus 2.0NasdaraSakhal
Map15 × 15 km, rebuilt for Settlers267 km², DayZ Badlands83 km² of land and the sea around it, DayZ Frostline
CombatTwo zones: initiation south of the Wall, KOS north of itOne zone: KOS allowed everywhere, never without a reasonOne zone: no KOS anywhere, initiation first
You spawnIn the south, in the roleplay zoneIn the north, on the road between Darvazeh-e Gharb and JakhzarOn the north and east coast, between Evai and Aniva
Slots10010070
ModsAround 30, Vanilla+24, the same Vanilla+ core24, the same as Nasdara
ExtrasCustom areas, a hidden trader, quests and key chainsVanilla Nasdara: rebuilding, Morse bunkers, motorbikesVanilla Sakhal: boats, hot springs, geysers, caves
You needDayZDayZ and DayZ BadlandsDayZ and DayZ Frostline
All threeFirst person only, restarts every ~4 hours, English, one Discord

Quick answers

The Sakhal server in five questions

Is Sakhal a DayZ roleplay server? Yes. Settlers runs Sakhal as a first-person roleplay server: you play a character, you talk, and nobody opens fire without initiating first. It is the strictest of our three servers, with the rules of the Chernarus south on every part of the island.
Is there KOS on Sakhal? No. KOS is not allowed anywhere on Sakhal. A fight starts with an initiation, a clear voice call with a few seconds to react; whoever resists, runs or draws turns it into a firefight. Defending your own base needs no call, and the Settlers rules apply in full.
What do I need to play on the Sakhal server? DayZ plus the DayZ Frostline expansion on the same Steam account, and a launcher that installs the 24 mods. Search for Settlers in the DZSA Launcher or connect to 172.111.51.223, port 2502. The server name is Settlers | Sakhal | Roleplay. Step by step on How to join.
How is the Sakhal server different from the other Settlers servers? Same community, same Discord and the same Vanilla+ core as Nasdara, first person only. Sakhal has 100 slots like the other two, no Wall, no traders and no custom areas, and it is the only one of the three without any KOS. Its map is the frozen volcanic archipelago of DayZ Frostline: cold, heavy metals in the water, hot springs, geysers and boats.
When did the Settlers Sakhal server go live? On October 28, 2026, as the third live server next to ChernarusPlus 2.0 and Nasdara. The live tile at the top of this page shows players online, the in-game time and the next restart.

Survival notes

Before you go

Before you leave the beach

  1. Own DayZ Frostline

    Sakhal ships with the expansion. Without it on your account, the server turns you away.

  2. Know what you start with

    The clothes you wake up in, a bandage, a blunt steak knife and a chemlight. Your first fire matters more than your first gun.

  3. Get warm, stay dry

    Wet clothes and wind steal heat faster than anything. Find a jacket, a hat and gloves before you look for a rifle, and dry off by a fire.

  4. Mind the water

    Boiling does not take the heavy metals out of melted snow or pond water. Keep chelating tablets once you find them.

  5. Mark the caves

    The small arches on the paper map are caves. Out of the wind is where you want to sit out a storm.

  6. Initiate, every time

    Nobody may shoot you without a word first, and you owe everyone the same. Say what you want, give them a moment, and let the answer decide what happens next.

Settlers · Sakhal

Same community, colder ground

Sakhal is new for everyone. Dress warm, bring a friend, and tell us on Discord what the island does to you.