A couple of years ago, our group’s entire Valheim world died to a laptop lid. The host closed his machine one evening, and with it went the save: a half-built longhouse on the water, unreachable for a solid week while we all stared at “server not found.” Nobody planned for it, which is exactly why it happened. So here’s the good timing: Valheim 1.0 landed September 9, 2026, ending more than five years of early access, adding the Deep North (the eighth and final biome) plus PS5 and Switch 2 versions with full crossplay, and Iron Gate recommends starting a fresh world to get the most out of it.
Your group is making a new save anyway, and this time it’s worth deciding where that world lives, whether you rent space or set up free Valheim server hosting, because that choice costs nothing now and everything later. This is how to host a Valheim server for 1.0 and the Deep North, so the next world doesn’t die to a hinge.
Key Takeaways
Hosting from the game menu ties the world to one person’s PC; a dedicated server keeps it alive with nobody logged in, so the 7 a.m. barley farmer and the 2 a.m. silver grinder share one always-on world.
Settle modded vs. crossplay before installing anything: friends on Xbox, Game Pass, PS5, or Switch 2 need the -crossplay backend, and BepInEx mods reportedly don’t load on crossplay servers.
Most “server won’t start” cases are password rules, not ports: at least 5 characters, and the password can’t appear inside the server or world name.
Table of Contents
Why a dedicated server beats hosting from the game
Hosting Valheim from the game menu ties the world to one person’s machine, and over a full playthrough that fails in three ways. Availability: the world only exists while the host is playing, so everyone’s schedule bends around one person’s evenings. Performance: the host’s upload speed and CPU become everyone’s problem, whether they asked for the job or not. Fragility: one bad shutdown, a dying disk, or a friend who drifts away from the game takes the save down with them.
A dedicated server is the same world on a machine that never quits the game. Nobody has to be logged in for the world to exist. The early bird farms barley at 7 a.m. while the night owl grinds silver at 2 a.m., same always-on world, no coordination required. Valheim supports up to 10 players per world, which is plenty for most groups. This isn’t infrastructure, it’s insurance against a lid, a reboot, or lost interest.
Crossplay: the fork in the road before you build anything
Friends on Xbox, Game Pass, PS5, or Switch 2 need your server running on Valheim’s crossplay backend, and they can’t switch crossplay off, so a Steam-only server won’t show up for them. That’s by design, not a bug, and it’s a funny quirk: the platform that can’t opt out is the one that forces everyone else’s hand.

Here’s why this got urgent. 1.0 shipped PS5 and Switch 2 versions with full crossplay on day one, so friend groups are more platform-scattered than they’ve ever been. The crew that was four Steam players in 2021 might now be two PC players, one PS5, and someone who bought a Switch 2 specifically to play Valheim on a train. Every one of those people needs to reach the same world.
BepInEx mods are reported not to load on crossplay servers. I want to keep that hedge honest, because it’s community-reported behavior, not a verified permanent rule, but as of right now the fork looks like this:
- Crossplay backend: console friends can join, traffic relays through Valheim’s backend, and mods are (as far as anyone reports) off the table.
- Steam-only: BepInEx works, your modded quality-of-life stack loads, and your PS5 friend sees nothing. Ever.
Crossplay is paradoxically the easier networking path. The relay means no port forwarding at all, and friends join with a code instead of an IP address. The mechanic lands in the setup section below.
So settle modded-vs-crossplay before you build anything. It determines the whole architecture: which backend, whether you forward ports, whether your mod list survives. Measure twice, sail once.
The three ways to host a Valheim server
Valheim’s server is light, so the real question isn’t horsepower. It’s who keeps the thing running. That inversion is the whole decision: you’re not shopping for specs, you’re choosing which human or budget is on the hook for keeping it running. When we compared the three routes at GeekExtreme and documented what trips people up, that was the axis everything sorted along.

Spare PC at home
The tinkerer’s route. Free hardware, and the real costs are electricity and router access, not the sticker price of a machine you already own. Setup effort is medium: port forwarding, unless you go crossplay and skip it entirely. The catch is the ongoing commitment nobody budgets for: the machine must stay on, stay updated, and survive 3 a.m.
Windows reboots that silently take your world down. There’s real home-lab joy in an old box humming in the corner doing its one job, though. Best for tinkerers with an always-on machine, the people who were going to leave something running in the corner anyway.
VPS or rented server
The control-freak’s route, and I mean that with respect: root access is the legit way to get exactly the setup you want. The price tag is a monthly fee plus Linux skills, and be honest with yourself that the skills are part of the price. Setup effort is high: install via SteamCMD with app ID 896660, write a service file, handle every patch yourself. It’s a satisfying weekend project if you’re the admin type, and a tiring chore if you’re not. Best for people who want full control and enjoy having it.
Game server host
The “just play the game” route. Ports, updates, and launch options get handled behind a web panel, and the value is the ops you don’t do. No shame in it. It costs money, or credits on a free plan.
AxentHost is the free option, and its mechanic deserves an honest explanation: it runs on credits consumed while the server runs, whether anyone is online or not. That’s a meter running in the background. It suits groups playing a few evenings a week who shut the server down between sessions. A 24/7 ten-player clan burns credits fast and should compare against a paid plan, because free isn’t always free at that duty cycle. Prices vary by provider, so shop relatively: electricity vs. monthly fee vs. credits.
| Route | What it costs you | Setup effort | Best for |
|---|---|---|---|
| Spare PC at home | Electricity, router access | Medium: port forwarding unless you use crossplay | Tinkerers with an always-on machine |
| VPS or rented server | Monthly fee, Linux skills | High: SteamCMD, service file, manual patches | Admins who want full control |
| Game server host | Money, or credits on a free plan | Low: web panel handles ports, updates, launch options | Groups who just want to play |
The three-point checklist before you commit
Whichever route you lean toward, check three things first, because each one maps to a real future need:
- Can you toggle the -crossplay flag? Binary, and it decides whether your console friends exist.
- Can you download your world files? This is the exit strategy, the “is my world actually mine” question. If the host goes under, your save shouldn’t.
- Can you set world modifiers? If you can’t tune raids and resources, you’re playing someone else’s game.
Ask those three before you pay anyone anything.
Setting it up: the settings that actually break things
Most “my server won’t start” cases trace to the password rules, not ports or firewalls: a public server password needs at least 5 characters, and it can’t appear inside the server or world name. A server called “Jordan’s Valheim” with the password “valheim” refuses to boot, because the password is in the name. Yeah, the game checks for that. Jordan, we love you. If you’re running through a pre-flight checklist, anchor it to this one: password of at least 5 characters, and not contained in the server or world name, that pair of rules is the top cause of servers failing to start.
With that cleared, the traps in order of how often they bite:
- Install. Tick Tools in the Steam Library filter (the hidden-menu detail everyone misses) and install Valheim Dedicated Server. Then duplicate start_headless_server.bat (Linux: start_server.sh) and edit the copy, never the original. Steam resets the original on every update, which is the reason settings mysteriously vanish, solved upfront.
- Networking. The classic Steam backend uses your chosen port plus the next one up, so forward UDP 2456-2457 by default. With -crossplay, traffic goes through a relay instead: no port forwarding, friends join with a code. The catch is you can’t connect through a local or loopback IP, so when the host tests their own server and it “fails,” the tell is that the server is actually up. Common self-hosting confusion, and it wastes an evening every time.
- Shutdown. Stop the server with Ctrl+C in its console, not the window’s X, or it may keep running in the background. The zombie-process surprise is real.
Here’s a working launch line to adapt:
valheim_server.exe -nographics -batchmode -name "Northbound" -port 2456 -world "DeepNorth" -password "lingonberry42" -public 1 -crossplay
The interesting flags: -name is what players see, -world picks the save file, -password clears the rules above, -public 1 lists it, and -crossplay flips on the relay backend. For everything else, Iron Gate’s official dedicated server guide is the reference for self-hosting; treat this as the friendly tour around it, not a replacement.
Backups and permissions: protect the world, don’t lock yourself out
The server saves every 30 minutes by default and keeps four automatic backups: one about two hours old and three spaced 12 hours apart. That’s a pleasantly robust default; the game already has your back before you touch anything. For the paranoid (affectionately), tuning flags exist: -saveinterval, -backups, -backupshort, -backuplong.
How backups work
The cadence above runs on its own, but the manual-copy rule is where people silently lose worlds: when copying a world by hand, always take the .db and .fwl files together. One without the other is useless. Half a backup is no backup, and a “complete” backup missing the .fwl restores nothing. Grab both or grab nothing.
Admin files and the permittedlist trap
Admin access lives in three text files next to your worlds: adminlist.txt, bannedlist.txt, permittedlist.txt. One Platform User ID per line, format Platform_ID, and you can read the IDs straight from the F2 panel in-game. Three text files, no database, no panel. Pleasantly low-tech, and it works.
Then the warning, and ask me how I know: adding anyone to permittedlist.txt blocks everyone who isn’t on it. It doesn’t grant access, it revokes it from everyone unlisted. A whitelist that works backwards, and it has locked more than one group out of their own server. Leave it empty unless you mean it.
Red flag: permittedlist.txt works as a reverse whitelist — anyone not listed gets locked out, so an empty file is the safe default.
Fresh world or old world for Valheim 1.0?
A fresh seed is the cleaner choice for 1.0, which lines up with Iron Gate’s own recommendation to start a fresh world. New content needs unexplored ground, and already-explored areas may not generate it correctly. The Deep North can’t simply appear in terrain your group already sailed past; the map remembers where you’ve been, and it doesn’t retrofit. So “keep my world” isn’t a neutral choice. It silently caps how much of 1.0 the group will ever see.
One caveat for the modded crews: after a big patch, mods need time to catch up. If your server depends on them, check each one before updating. The veteran instinct is “don’t update on patch day,” and it’s earned. If you’re carrying a modded save forward, there’s no documented migration workflow here; I’m not going to invent one for you.
World modifiers to set before anyone sails north
The grammar: -preset sets overall difficulty (Normal, Casual, Easy, Hard, Hardcore, Immersive, or Hammer) and overwrites earlier modifiers, so it must come first in the launch line. Learned this the hard way, watching carefully tuned settings get steamrolled by a flag I’d put in the wrong spot. The rest is compact: -modifier fine-tunes one dial at a time (combat, death penalty, resources, raids, portals), and -setkey flips a checkbox (nomap, passivemobs, nobuildcost, playerevents).
Two recipes by group rhythm, not feature list:
- Twice-weekly group: what I’d actually run is Normal plus -modifier raids less and -modifier resources more. It keeps the Deep North tense without losing a whole evening to a raid and the resulting corpse run. Tuned, not trivialized.
- Hardcore crew: -setkey nomap. One flag, big consequences: every expedition north becomes an actual expedition, navigation by landmarks and stubbornness. If that sentence sounds appealing rather than punishing, it’s for you.
Before the first portal
Give the world a home that doesn’t depend on someone’s laptop. Before anyone builds a portal: server up, a real password set, modifiers picked, backups on. Then sail north. Bring a shovel; the snow is deep.
Frequently Asked Questions
Do Valheim crossplay servers work with Xbox, PS5, and Switch 2 players?
Yes, but only if the server runs on the -crossplay backend. Xbox and Game Pass players can’t opt out of crossplay, so a Steam-only server simply won’t show up for them. With crossplay enabled, traffic relays through Valheim’s backend and friends join with a code instead of an IP address.
Do BepInEx mods work on Valheim crossplay servers?
Community reports say no — BepInEx mods reportedly don’t load on crossplay servers, though that’s reported behavior rather than a verified permanent rule. The fork is stark: crossplay backend means console friends can join but your mod stack is off the table, while Steam-only keeps BepInEx working and locks out PS5 and Switch players entirely. Settle modded-vs-crossplay before installing anything, because it determines the whole architecture.
