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Yes, you can run several Valheim worlds at the same time on one physical computer. The supported pattern is one dedicated-server process per world. Give every process its own -world name, isolated save directory, and non-overlapping port pair. If instances use the same port and MAC address under the documented crossplay condition, also assign a unique -instanceid to each process.

This arrangement lets one machine host, for example, a normal progression world and a separate challenge world without moving save files back and forth. It does not make one server process switch between worlds concurrently: each process selects one world when it starts.

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How multiple Valheim worlds work

A Valheim dedicated server process has one active world selected by its -world argument. To keep two worlds online concurrently, start two independent processes. Each process has its own server name, world name, network ports, save location, password and, where needed, instance identity.

The world name is also the save identity. If the named world already exists, the server opens it; if it does not exist, Valheim creates a new world with that name. Changing the argument on a later launch selects a different save, provided that the process points to the directory containing that world.

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Running multiple processes is different from changing a world while a server is online. A single process cannot host two worlds simultaneously, and opening the same save through two hosts can corrupt it or produce critical errors.

Plan the instances before installing them

Write down the values for every world before creating launch commands. Clear, consistent names make administration and backups much safer.

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Setting Example world 1 Example world 2 Why it matters
Server display name Midgard Challenge What players see in the server browser or connection list
-world Midgard Challenge Selects or creates the save by name
Base port 2456 2460 Each process also uses the next port, so the pairs do not overlap
-savedir /srv/valheim/midgard /srv/valheim/challenge Keeps world and permission files in separate, known locations
Password Unique password Unique password Prevents the groups from entering the wrong world
-instanceid midgard challenge Required when the documented shared-port/MAC condition applies

Use names without accidental differences in capitalization or punctuation. A typo in -world can create a new, empty world instead of opening the intended one.

Choose save locations and protect the world files

The -savedir option overrides Valheim’s default location for worlds and permission files. It is the simplest way to make each instance’s data obvious and independently backup-able.

Operating system Official default save root
Windows %USERPROFILE%/AppData/LocalLow/IronGate/Valheim
Linux ~/.config/unity3d/IronGate/Valheim
macOS Use the Valheim data location for the current macOS installation; set -savedir explicitly when you need a predictable path.

A world save consists of a matching .db database file and .fwl world file. Treat the pair as one unit: copy both files together, and do not restore one without the other. Keep backups outside the live directory when possible so a failed update or accidental deletion cannot remove the only recovery copy.

Create a separate directory for each instance

  1. Make a parent directory for the server data, such as /srv/valheim on Linux or a dedicated folder on Windows.
  2. Create one child directory per world, for example midgard and challenge.
  3. Give the account that runs the dedicated server read and write permission to every child directory.
  4. Use the corresponding absolute path in each process’s -savedir argument.

Keeping directories separate is not strictly required if you understand Valheim’s default layout, but it reduces the risk of copying the wrong world, applying permissions to the wrong instance or restoring an unrelated backup.

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Assign ports correctly

Valheim uses the selected base port and the following port. The documented defaults are 2456 and 2457. A second process must use another available pair, such as 2460 and 2461; do not assign 2457 as another process’s base port because it overlaps the first pair.

On a Steam-backend server, forward the required ports from your router to the computer running the processes. Create a rule for each instance’s pair and allow the same ports through the computer’s firewall. The exact router interface differs by manufacturer, but the destination must be the host’s local address.

Adding -crossplay switches the process to Valheim’s PlayFab crossplay backend. The official guide states that router port forwarding is not required with this backend. The port still distinguishes instances on the same public IP, so retain a different pair for every simultaneous process.

When to use -instanceid

The official documentation calls for a unique -instanceid when several servers share a port and the same MAC address, allowing the crossplay backend to assign distinct PlayFab IDs. Assigning a descriptive, unique ID to every process is harmless and makes the configuration explicit:

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-instanceid "midgard"
-instanceid "challenge"

Do not reuse an ID for two live processes. If you move a process to another machine, review its IDs and network settings rather than copying the complete configuration blindly.

Build launch commands for each world

The executable name and quoting rules vary by operating system and installation method. The following pattern uses the documented arguments; replace paths, passwords and names with your own values.

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Linux example

valheim_server -nographics -batchmode -name "Midgard" -port 2456 -world "Midgard" -savedir "/srv/valheim/midgard" -password "replace-this" -public 1 -saveinterval 1800 -backups 4 -instanceid "midgard"

valheim_server -nographics -batchmode -name "Challenge" -port 2460 -world "Challenge" -savedir "/srv/valheim/challenge" -password "replace-this-too" -public 1 -saveinterval 1800 -backups 4 -instanceid "challenge"

The two commands differ in every value that identifies the instance: display name, port, world, save directory, password and instance ID. Keep -nographics and -batchmode for a headless dedicated server. The executable may be located elsewhere on your installation, so use its actual path or launch from the directory that contains it.

Windows command pattern

valheim_server.exe -nographics -batchmode -name "Midgard" -port 2456 -world "Midgard" -savedir "D:Valheimmidgard" -password "replace-this" -public 1 -saveinterval 1800 -backups 4 -instanceid "midgard"

valheim_server.exe -nographics -batchmode -name "Challenge" -port 2460 -world "Challenge" -savedir "D:Valheimchallenge" -password "replace-this-too" -public 1 -saveinterval 1800 -backups 4 -instanceid "challenge"

Put each command in its own shortcut, batch file or service definition so you can stop and restart worlds independently. If a path contains spaces, keep it inside quotation marks. Store passwords in a file with restricted access rather than posting them in a public script or chat channel.

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Optional crossplay form

Add -crossplay to each process that should use the PlayFab crossplay backend:

valheim_server -nographics -batchmode -crossplay -name "Challenge" -port 2460 -world "Challenge" -savedir "/srv/valheim/challenge" -password "replace-this-too" -public 1 -instanceid "challenge"

Use the same backend decision consistently for the audience of that world. Switching a process’s backend is a connection and networking change; it does not merge saves or create a second copy of a world.

Start and verify the instances

  1. Stop any existing host that is using the target world. Never start a dedicated process against a save that is open in the game’s built-in host.
  2. Start the first command and wait for the server’s ready message in its console or service log.
  3. Confirm that its save files appear beneath the selected -savedir. A newly named world should create its .db and .fwl files after initialization.
  4. Start the second command in a separate console, service unit or scheduled task. Do not paste both commands into the same process.
  5. Check that each log reports its intended world name and port. A process listening on the wrong port or creating files in the wrong directory should be stopped and corrected before players join.
  6. Connect a test client to each world separately. Verify the server name, password, terrain and character progression so you know which save the process opened.

Run each instance under a stable account and give it enough CPU, memory, storage I/O and network capacity. The official configuration documents the arguments and defaults but does not provide a universal player-per-machine performance limit; capacity depends on hardware, simulation load and the number of active players.

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Configure saves and backups for every process

Dedicated servers support four relevant backup controls:

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  • -saveinterval controls how often the world is saved. The documented default is 1800 seconds, or 30 minutes.
  • -backups sets how many backup copies are retained. The example uses four.
  • -backupshort controls the short-backup interval. The documented default is 7200 seconds, or two hours.
  • -backuplong controls the long-backup interval. The documented default is 43200 seconds, or 12 hours.

These numbers are configuration defaults, not guarantees about recovery time or disk capacity. Set them separately for each process and make sure the host has room for the resulting files. Copy completed backups to storage outside the live world directory when possible. Test a restoration on a separate copy rather than experimenting on the only production save.

A safe backup routine

  1. Stop the affected process cleanly before manually copying or replacing world files.
  2. Copy the matching .db and .fwl files together, preserving their names.
  3. Record which world, instance and date the backup represents.
  4. Keep at least one copy on different storage from the live server.
  5. Restart the process and confirm that the expected world loads before allowing players back in.

Automated server backups are useful, but they do not replace an occasional independent copy. A mistaken command can overwrite a live directory, while a separate copy gives you a recovery point outside that failure.

Run different world rules on different instances

The dedicated-server manual supports -preset, -modifier and -setkey. This allows each process to have its own ruleset: one can use ordinary progression while another uses a harder or more experimental configuration.

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Presets include Easy, Hard, Hardcore, Casual, Hammer and Immersive. A preset overwrites other modifiers, so apply the preset first and then append individual modifier arguments. Do not assume that changing a launch argument retroactively converts every existing world setting; check the resulting server behavior and keep a backup before making a major rules change.

-preset Hard -modifier raids none

The exact modifier values you choose depend on the rule you want to change. Keep the modifier arguments in the launch definition for that world only; placing them in a shared script can accidentally give every group the same experience.

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Change worlds without losing the old one

To move a dedicated server from one world to another while preserving both saves, use a controlled stop-and-restart:

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  1. Tell players that the world will be offline and stop the process cleanly.
  2. Wait for the process to exit and finish writing files.
  3. Back up the current world’s .db and .fwl pair.
  4. Change only the -world value, or change -savedir if the destination world is in another isolated directory.
  5. Start the process and verify the world name and save path in its log.

For ongoing concurrent access, leave the original process running and start a second process with its own port pair and save directory instead of repeatedly changing one command. If the new -world name does not exist, Valheim creates a new world; check spelling before accepting that result.

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Never open one save in two hosts

A common failure occurs when a player leaves the built-in game host running and starts a dedicated server with the same world. The dedicated-server reference warns that simultaneous use can cause critical errors. Stop one host completely before starting the other, and do not use a copied live directory as a shortcut unless you intentionally want a separate world copy.

If you need a dedicated version of a world that was previously hosted in-game, make a backup first, then place or copy the paired save files into the dedicated server’s selected save location. Keep the original backup untouched until the dedicated process has loaded successfully.

Troubleshoot the most common multi-world problems

Symptom Likely cause Correction
Both commands fail to start or one exits immediately The processes use the same base port or overlapping port pairs Assign distinct pairs, such as 2456/2457 and 2460/2461, then update firewall and router rules for Steam-backend servers.
A second world appears blank The -world spelling differs, or -savedir points to an empty directory Stop the process, check the exact world name and confirm that the expected .db and .fwl files are in the selected save root.
Players connect to the wrong group Display names, passwords or port bookmarks were reused Give each instance a distinct -name, password and port, then reconnect using the intended endpoint.
Crossplay instances receive an identity conflict Instances meet the shared-port and same-MAC condition with duplicate or missing IDs Set a unique -instanceid on every affected process and restart it.
Steam players cannot reach a server from outside the home network Required ports are not forwarded or are blocked by the host firewall Forward the process’s port pair to the server computer and allow those ports through the firewall. This requirement changes when -crossplay uses the PlayFab backend.
World data disappears after a restart The process ran under a different account, used another save path or created a new world from a typo Compare the command’s -savedir with the directory containing the backup and save files; restore the known-good command before copying anything.
World becomes unstable after switching hosts The same save was open in the built-in host and dedicated server Stop both hosts, restore the latest known-good pair if necessary, and keep only one active host for that world.

Self-hosting versus renting a managed server

One computer is practical when you want direct control over launch arguments and save files and can maintain the machine. A rented Valheim dedicated server shifts more operational work to the provider but gives you a separately managed host. The available evidence establishes the self-hosted controls; current provider prices and plan limits vary and are not stated here.

Consideration Self-hosted multiple processes Managed dedicated hosting
Launch control Full control of -world, -savedir, ports, modifiers, backups and instance IDs Depends on the host’s control panel and permitted arguments
Save access Direct access to .db/.fwl files and backup destinations Usually mediated by the provider’s file tools or support process
Maintenance You handle updates, operating-system patches, firewall rules, monitoring and recovery The provider generally handles the machine and service layer; you still manage worlds and settings
Uptime Limited by your hardware, power, connection and home network Usually designed for datacenter availability, subject to the provider’s terms
Crossplay You choose the Steam or PlayFab crossplay backend and configure each instance Support depends on the host’s current software and panel
Recurring cost Uses your existing machine and connection, with electricity and maintenance costs Requires a recurring hosting fee; the amount is not established here

Choose self-hosting when separate directories, custom arguments and local backups are more important than convenience. Choose managed hosting when keeping a computer online, updating it and troubleshooting networking is the bigger burden. In either case, verify that the service supports more than one world and gives you a way to download backups before committing to it.

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Operational checklist

  • One dedicated-server process is assigned to each concurrently active world.
  • Every process has a unique -world, display name, password and save directory.
  • Port pairs do not overlap; Steam-backend instances have the required forwarding and firewall rules.
  • -crossplay is used deliberately, with the PlayFab forwarding behavior understood.
  • Any process affected by the shared-port/same-MAC condition has a unique -instanceid.
  • Backup settings are configured per process, and the matching .db and .fwl files are copied together.
  • No world is open in the built-in host and a dedicated server at the same time.
  • World names and save paths are checked in logs before players join.

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