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For a private V Rising dedicated server, set a non-empty Password in ServerHostSettings.json, then decide whether the server should remain discoverable. Set ListOnSteam and ListOnEOS to false for an unlisted server. If you use EOS listing and do not want the server’s address advertised, set HideIPAddress to true; that routes clients through relay servers but does not replace a password. A private game hosted from the client is simpler, but it exists only while the host is playing.
Choose the right kind of private server
V Rising has two different hosting models, and privacy works differently in each one.
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Private game hosted from the client
Use the in-game private-game option for a short co-op session. The host starts the world from the game client, chooses the private settings, and invites friends. The world is available only while that host is running the session, so it is not suitable for an always-on world or a group that plays at different times. You also avoid router port forwarding and dedicated-server file management.
Private dedicated server
A dedicated server runs separately as VRisingServer.exe. Its world can remain available when the original host is offline, but you must configure files, allow the executable through the firewall, and usually configure router ports. Access control, listing visibility, IP exposure and administration are separate settings; changing one does not automatically change the others.
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| Consideration | Private client game | Dedicated server |
|---|---|---|
| Persistence | Runs only while the host’s game session is active | Can run independently of any player’s game client |
| Configuration | In-game interface | JSON settings and launch options |
| Discoverability | Invite or join through the host’s session | Controlled with Steam/EOS listing flags or direct connection details |
| IP exposure | Depends on how players connect to the host | HideIPAddress can use EOS relay connections when EOS listing is enabled |
| Networking work | Normally no dedicated-server port forwarding | Firewall rules are required; router forwarding depends on how players connect |
| Administration | Host controls the active session | Admins, bans, backups and updates require server-file maintenance |
Install and start the dedicated server
- Open Steam and go to Library > Tools.
- Install or launch V Rising Dedicated Server. Stunlock Studios says launching it from the Steam client opens the dedicated-server instructions.
- Open the installation directory and run
VRisingServer.exe. The generated files and console output show whether the process starts successfully. - Do not use the shipped example files as your long-term data store. Configure the persistent-data location instead, so updates do not overwrite the world’s settings or saves.
On Windows, the default local override directory documented by Stunlock Studios is:
%USERPROFILE%AppDataLocalLowStunlock StudiosVRisingServerSettings
The two files you will normally edit are ServerHostSettings.json, which controls the server’s name, password, ports and listing behavior, and ServerGameSettings.json, which controls gameplay rules. Create a backup before changing either file, and stop the server before editing them.
Password-protect the server
Open ServerHostSettings.json in the persistent Settings directory and set Password to a strong, non-empty value. The official setting reference describes this field as “Set a password or leave empty.” An empty value means there is no password gate. The same value can be supplied with the -password launch option, but keeping the setting in the persistent JSON file is easier to audit and maintain.
{
"Password": "use-a-long-unique-passphrase"
}
Use a passphrase that is not reused for Steam, email or other services. Share it only through the private channel you use for the group. A password controls entry; it does not remove a server from search results, conceal the host address or prevent someone from seeing the server name.
Hide the server from public lists
Listing controls are independent of the password. In ServerHostSettings.json, set the listing flags to false when you want an unlisted server:
{
"ListOnSteam": false,
"ListOnEOS": false
}
With both values disabled, invited players must use the connection details you provide rather than searching the Steam or EOS server lists. This is a discoverability control, not authentication: anyone who obtains the address and has no password would still be able to attempt a connection, so keep the non-empty password.
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Conceal the advertised IP with EOS relay connections
If you use EOS listing and want clients not to receive the server’s direct IP address, set:
{
"HideIPAddress": true
}
Stunlock Studios explains that this setting forces clients to connect through relay servers. It is an IP-exposure measure, not a password or ban system. It also does not make a direct address private: if you give players the server’s public IP and port for a direct connection, they can see that address. Relay behavior is therefore most useful when players join through the EOS-listed entry rather than a manually shared endpoint.
Keep the setting off if your group relies on direct connections or if your network setup does not support the relay path reliably. Test with an invited player after changing it; a relay connection can behave differently from a direct route, especially on restrictive networks.
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Windows may prompt you to allow VRisingServer.exe through the firewall. Permit the executable on the network profiles you actually use, and avoid opening unrelated programs or ports.
The server settings contain a game port and a query port. Stunlock Studios documents 27015 and 27016 as example values, not universal requirements. Use the values generated in your configuration and keep the pair consistent across the server, firewall and router.
| Connection method | Required network work |
|---|---|
| Players find the server in a list | Allow the executable through the firewall and forward both the configured game port and query port to the server computer. |
| Players connect directly | Allow the executable through the firewall. Stunlock Studios’ instructions say forwarding the game port is sufficient for direct connections. |
EOS relay with HideIPAddress |
Allow the executable and verify that the chosen listing and relay path work; players should join through the EOS entry rather than a manually supplied IP. |
Forward only the ports the chosen method requires. If the server is behind two routers, place the forwarding rule on the internet-facing router and either forward through the inner router or configure a suitable bridge/DMZ arrangement according to your network equipment’s documentation. A port checker run from inside the same LAN is not conclusive; test from a different network, such as a friend’s connection or a mobile hotspot.
Give invited players the correct join information
For an unlisted server, send the server name, connection address, port and password through a private channel. If you rely on EOS listing, send the exact server name and password and tell players to use the listed entry. Direct connection is an alternative when the listing is delayed or unavailable.
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Set up administrators and bans
Administration is separate from privacy settings. To grant admin rights, add one Steam ID per line to:
<PersistentDataPath>/Settings/adminlist.txt
Enable the in-game console in the server’s settings, open it with the ~ key, and authenticate with adminauth. The documented administrative commands include:
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banuserto ban a player by accountbancharacterto ban a characterbannedto view current bansunbanto remove a bankickto remove a player from the current session
Persistent bans are stored in banlist.txt. Protect access to the server machine and the password used by administrators; anyone who can edit these files or authenticate in the console can change access policy regardless of the public listing settings.
Move an existing private world to the dedicated server
Back up the complete client save folder before copying anything. Stunlock Studios documents client saves in one of these Windows locations:
%USERPROFILE%AppDataLocalLowStunlock StudiosVRisingCloudSaves<SteamID>
or the local Saves path used by the client. Keep the original folder untouched until the dedicated world has loaded and you have verified the characters, map and settings.
- Stop both the client-hosted session and the dedicated server.
- Copy the entire save folder, not just individual files, into the dedicated server’s
Savesdirectory. - Start the dedicated server with
-saveNameset to the transferred world’s save name. - Check the server console for a successful load, then join with an invited account and verify the world.
- Remove or resolve conflicting
ServerGameSettings.jsonoverrides if the world loads with unexpected rules. Do not overwrite the backup until the migration is confirmed.
A save backup is especially important before a game patch or the first launch after a patch. Keep dated copies outside the live server directory so an update or mistaken configuration edit cannot destroy the only usable world.
Protect the server through updates and maintenance
Back up saves frequently, and always make an additional copy before patching, changing major gameplay settings or migrating the world. Record the active server name, ports, save name and the location of your backup so another administrator can recover the server.
If you customize start_server_example.bat, rename the edited file after saving it. Stunlock Studios warns that updates can revert changes made to that example filename. A renamed copy preserves your launch arguments, including options such as -password and -saveName, while allowing the original example to be replaced safely.
Troubleshoot the most common privacy and connection problems
| Symptom | Likely cause | What to check |
|---|---|---|
| The server appears publicly | A listing flag is still enabled | Confirm ListOnSteam and ListOnEOS are both false, then restart the server. |
| Players can see the entry but cannot join | Password, firewall or port mismatch | Verify the exact password, allow VRisingServer.exe, and compare the configured game port with the router rule. |
| The server does not appear in a list | Registration delay or disabled listing | Wait several minutes, refresh, and confirm the intended listing flag is true. Use direct connection if the server is intentionally unlisted. |
| Direct connections fail from outside the home | Missing forwarding or carrier/router filtering | Forward the game port to the correct local machine, check the machine’s current LAN address, and test from a different network. |
| Players still learn the IP | They were given a direct address | Use the EOS-listed relay path with HideIPAddress enabled; the setting cannot conceal an address you distribute directly. |
| World settings changed after migration | Conflicting game-settings overrides | Compare the transferred save with ServerGameSettings.json and remove unintended overrides, retaining the backup. |
| Launch customizations disappear after an update | The example batch file was restored | Run the renamed copy of your edited batch file and keep a backup of its arguments. |
When a managed host is worth considering
A managed provider can be worthwhile when no one in the group wants to maintain a Windows machine, router forwarding, backups, uptime or patch recovery. The trade-off is less direct control over the operating system and configuration files, plus a recurring fee. Before paying, confirm that the service exposes the same settings described here: a real password field, Steam/EOS listing controls, HideIPAddress support if needed, save-file downloads, automated backups and a way to change ports. A provider that offers only a web toggle for “private” may still leave the server listed or expose its direct address.
Self-hosting is usually the better fit when you already have a reliable always-on computer, can forward the required ports and want full access to logs, saves and administrative files. A client-hosted private game remains the lowest-effort choice for occasional sessions.
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| Goal | Settings and sharing method |
|---|---|
| Occasional friends-only co-op | Use a private game in the client; invite players while the host is online. |
| Always-on friends server that is easy to find | Dedicated server with a strong Password; leave the listing service your group prefers enabled; configure firewall and the required router ports. |
| Dedicated server that is not searchable | Set Password, ListOnSteam to false and ListOnEOS to false; distribute the address and port privately. |
| EOS-listed server with reduced IP exposure | Set a strong Password, enable the desired EOS listing and set HideIPAddress to true; have players join through the EOS entry. |
Capacity and practical limits
Stunlock Studios’ current dedicated-server instructions identify a maximum technically supported concurrency of 128 players. That is a platform limit, not a promise that every home connection or computer will deliver a smooth experience at that population. Your available upload bandwidth, CPU, memory, storage performance and world settings determine the practical limit, so size the server for the number of simultaneous players you actually expect.
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