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You can host a current V Rising dedicated server on Linux, but not with a native Linux executable. Stunlock Studios currently distributes only a Windows server build for the 1.1.x PC branch. On Linux, the supported practical route is to download that build with SteamCMD, run it through 64-bit Wine, and provide a virtual display with Xvfb. Keep the server’s settings and saves in a separate persistent directory, forward both configured UDP ports, and stop the process before applying updates.

What the Linux setup actually runs

The dedicated server is free in Steam’s Tools section, but the current package is Windows-only. Stunlock’s current PC instructions cover the 1.1.x branch; 1.0.x, 0.6.x (Gloomrot), and 0.5.x are legacy branches. SteamCMD installs the server with AppID 1829350. The executable is a Windows program named VRisingServer.exe; its runtime identifies the game through AppID 1604030 in steam_appid.txt.

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A Linux host therefore has four layers:

  • Linux and its firewall: the operating system, user account, storage, and network rules.
  • SteamCMD: the command-line Steam client that downloads and verifies server files.
  • Wine: the compatibility layer that starts the Windows executable.
  • Xvfb: a headless X server that supplies the display context some server components expect, even when no monitor is attached.

This is not a native Linux port. Wine behavior and package names can vary by distribution, so treat Ubuntu package commands below as an example for an Ubuntu-era system and check your distribution’s current package names.

Requirements and decisions before installation

Choose a supported branch

Use the current 1.1.x instructions and AppID 1829350 unless you intentionally need a historical branch. An older wiki command using AppID 582400 belongs to an earlier guide context; substituting it for a current installation can leave you with the wrong files.

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Use a dedicated, non-root account

Run SteamCMD and the game process as a user such as steam, not as root. This limits the damage from a compromised server process and keeps ownership of downloaded files, logs, settings, and saves consistent.

Plan network reachability

You need a public address or a reachable private network, permission to create router/NAT rules if the machine is behind a gateway, and access to any cloud security-group rules. The game port carries UDP gameplay traffic. The query port carries UDP Steam-list traffic used for browser discovery. Direct connections can work with the game port even when listing is disabled, but browser listing requires the query path to be reachable too.

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Separate installation files from world data

Put the installation under a directory such as /home/steam/Vrising, then point -persistentDataPath to a data directory beneath it or elsewhere. The persistent directory contains local settings and saves and can be backed up independently of executable updates.

Install Wine, Xvfb and SteamCMD on Ubuntu

The exact package names differ between Ubuntu releases and other distributions. The Linux guide used 32-bit support, Wine, libstdc++6, xvfb, and SteamCMD. On an Ubuntu system where those packages are available, a representative sequence is:

  1. Refresh package metadata and enable 32-bit architecture support:
    sudo apt update
    sudo dpkg --add-architecture i386
    sudo apt update
  2. Install the required components. Your release may split or rename Wine packages, so resolve any package prompt using that release’s documentation:
    sudo apt install wine64 wine32 libstdc++6 xvfb steamcmd
  3. Create the unprivileged service account:
    sudo useradd -m -s /bin/bash steam
  4. Switch to that account for the download and first run:
    sudo -iu steam

Do not copy a 32-bit-only Wine prefix into a 64-bit installation. The server is a 64-bit Windows executable, so the launch environment below explicitly sets WINEARCH=win64. If your distribution’s SteamCMD package launches a first-run license dialog, accept it once as the steam user before running unattended updates.

Download the dedicated server with SteamCMD

Create a directory owned by the service account and install the current server files:

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mkdir -p /home/steam/Vrising
steamcmd +force_install_dir /home/steam/Vrising +login anonymous +app_update 1829350 +quit

+force_install_dir selects the installation directory, +login anonymous uses the server’s anonymous Steam download, and +app_update 1829350 downloads or verifies the dedicated-server tool. The command can be run again later to verify and update files, but stop the running server first.

After completion, check that VRisingServer.exe exists in /home/steam/Vrising. Do not run the executable from a random shell directory: relative paths for logs and persistent data are resolved from the launch directory, which makes accidental saves in the wrong location likely.

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Launch the server headlessly through Wine

From the installation directory, start the Windows binary with a virtual display and an explicit data path:

cd /home/steam/Vrising
export WINEARCH=win64
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24:32' 
  wine64 VRisingServer.exe 
  -persistentDataPath ./save-data 
  -logFile server.log

The first run creates the persistent directory and its settings structure. xvfb-run allocates a temporary display number and starts Xvfb; the 640x480x24:32 screen is a headless compatibility surface, not a game-rendering requirement. -persistentDataPath ./save-data keeps mutable files below /home/steam/Vrising/save-data, while -logFile server.log writes a useful startup and runtime log in the installation directory.

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Leave this process running while testing. In another shell, use ps, ss -ulpn, or your service manager to confirm that Wine is alive and that the configured UDP sockets are bound. Stop it with Ctrl+C during an interactive first run; later, use a supervised service so a terminal disconnect does not terminate the world.

Configure settings without losing them on updates

V Rising uses two principal JSON files:

File Purpose Where to keep it
ServerHostSettings.json Server name, password, game and query ports, listing switches, and player limits. The Settings directory under your persistent data path.
ServerGameSettings.json Gameplay rules and world behavior. The same persistent Settings directory.
Saves World save data. The Saves directory under the persistent data path.

Stunlock recommends copying the supplied start script and selecting a custom -persistentDataPath. On the first launch, inspect the generated files under save-data/Settings. Edit those copies, not the shipped defaults in VRisingServer_Data/StreamingAssets/Settings/; updates can replace files in the installation tree.

Host controls documented by Stunlock can be supplied as launch arguments when you need a predictable value or want to keep an operational setting outside JSON:

Option Use
-serverName Sets the name displayed to players.
-gamePort Sets the UDP gameplay port.
-queryPort Sets the UDP Steam-list query port.
-maxUsers Sets the configured concurrent-user limit.
-password Requires a password to join.
-listOnSteam Controls Steam server-list publication.
-listOnEOS Controls Epic Online Services listing.

The official settings documentation gives 27015 as an example game port and 27016 as an example query port. Older Linux guides commonly use 9876 and 9877. Neither pair is universally correct: the values in your launch script or host settings are authoritative, and the firewall and router must match them exactly.

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Set ports, firewall rules and router forwarding

Pick and record the actual values

For a straightforward current configuration, use game UDP 27015 and query UDP 27016, then set the same values in the host settings or launch arguments. If you retain another pair, record it in your administration notes; mixing the old and new examples is a common cause of an apparently offline server.

Open the Linux firewall

For a host using UFW and the example ports, allow UDP traffic with:

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sudo ufw allow 27015/udp
sudo ufw allow 27016/udp
sudo ufw status

If you selected different ports, replace both numbers with the values actually passed to VRisingServer.exe. Do not open TCP rules merely because a guide lists a port number; the documented game and query traffic is UDP.

Forward through NAT or a cloud firewall

  1. Give the Linux machine a stable private address on your LAN, or reserve its DHCP lease.
  2. Create a router rule forwarding the game UDP port to that private address.
  3. Create a second rule forwarding the query UDP port if you want Steam browser listing.
  4. In a cloud, add matching inbound UDP rules to the provider’s security group or network firewall.
  5. Check that the host firewall, router, public address, and cloud rule all point to the same machine and port numbers.

Carrier-grade NAT, a changing public address, or an ISP that blocks inbound traffic can prevent unsolicited connections even when Linux is configured correctly. In those cases, test from a network outside your LAN and consider a reachable host or managed service.

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Make the server discoverable and test it safely

Set ListOnSteam and/or ListOnEOS in ServerHostSettings.json according to where you want the server shown, then restart the process. Listing changes are not reliably applied to an already running instance.

  1. Start the server and wait for the log to show normal initialization rather than an immediate process exit.
  2. From a player on the same network, try a direct connection using the host’s address and configured game port. This separates game reachability from public listing.
  3. From an external network, repeat the direct connection test against the public address. A phone hotspot is useful because it avoids local hairpin-NAT behavior.
  4. Only after direct access works, search the in-game browser. If it is absent, inspect server.log, verify both listing switches, and check the query-port forwarding.
  5. Change one setting at a time and restart between tests. Simultaneous edits make it difficult to identify whether the fault is Wine, the host configuration, or the network.

A server that accepts direct connections but is missing from the browser usually has a query-port, listing-switch, or external-firewall problem. A server that is listed but rejects joins usually has a game-port rule, password mismatch, or a process that stopped after startup.

Troubleshoot common Linux failures

VRisingServer.exe exits immediately

  • Run from the installation directory so the executable can find its data files.
  • Confirm that wine64 and a 64-bit Wine environment are available and that WINEARCH=win64 is set.
  • Launch through xvfb-run; a headless machine without an X display can fail before the server begins listening.
  • Read server.log and the terminal output before changing configuration files.

The update command installs the wrong files

Check the AppID. Current 1.1.x instructions use 1829350; the historical 582400 command is not the current default. Also verify that SteamCMD’s +force_install_dir points to the directory you actually launch.

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Players cannot connect, but the server is running

Compare the game-port value in the persistent host settings and launch command with the UFW rule, router forwarding, cloud security rule, and the port entered by the player. Check for a second server process using the same port. Test from outside the LAN to avoid false positives caused by routers that do not support NAT loopback.

The server is not listed

Direct-connect first. Then confirm the query port is UDP, forwarded separately from the game port, and allowed through every firewall layer. Confirm the appropriate listing switch is enabled and restart after editing it. A successful direct connection does not prove that the query service is reachable.

Settings revert after an update

Look under the persistent path’s Settings directory. If you edited files inside VRisingServer_Data/StreamingAssets/Settings/, an update may have replaced them. Restore the intended values in the persistent copies and keep that directory outside any cleanup routine.

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Operate, update and back up the server

Stop before updating

Take the server offline cleanly before running SteamCMD. Then rerun the same command:

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steamcmd +force_install_dir /home/steam/Vrising +login anonymous +app_update 1829350 +quit

SteamCMD verifies existing files and downloads changed files. Starting an update while the executable is still running can leave files locked or produce an inconsistent installation.

Back up the world

Back up the entire persistent Saves directory before major updates or configuration changes. Include the persistent Settings directory when you want a complete restorable configuration. Store at least one copy outside the server machine; a backup on the same disk does not protect against disk failure.

Schedule restarts

Stunlock recommends periodic restarts, commonly during low-population hours. Regular restarts release accumulated process state and provide a predictable window for applying updates. Use a systemd service, tmux, or another supervisor to start the same xvfb-run ... wine64 command after a reboot, and send players a maintenance notice before stopping the process.

Keep logs useful

Use a stable log location, rotate old logs so they cannot fill the disk, and inspect the latest log after every update. Record the branch, AppID, ports, persistent-data location, and last backup date in your administrator notes.

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Self-hosting versus managed hosting

Stunlock’s support guidance also describes renting and managing a V Rising server through a hosting provider. That option avoids administering the Linux, Wine, firewall, backup, and restart stack, but it trades some control for provider-dependent support and pricing.

Decision factor Linux self-hosting Managed hosting
Linux and Wine maintenance You install packages, troubleshoot Wine/Xvfb, and maintain the launch service. The provider normally maintains the operating environment; exact compatibility is provider-specific.
Files and configuration Full access to executables, JSON settings, logs, and saves. Access depends on the provider’s panel, file manager, and policy.
Network reachability You handle public addressing, UDP forwarding, UFW, and cloud security rules. The provider supplies an endpoint; region and network architecture vary.
Updates and backups You stop the server, run SteamCMD, and back up Saves. Some providers automate updates and backups; schedules and retention must be confirmed before purchase.
Uptime and restarts Depends on your machine, power, connection, and supervision. Depends on the provider’s infrastructure and restart policy.
Price Uses hardware and bandwidth you already control; operating cost is not stated by Stunlock. Price is provider- and region-specific and is not stated by Stunlock.
Support and latency You diagnose the stack; latency depends on your network location. Support level and geographic placement vary by provider and plan.

Self-hosting is the better fit when you need direct file access, custom automation, and control of the machine. Managed hosting is practical when avoiding Wine maintenance, port forwarding, backup jobs, and 24-hour availability matters more than low-level control.

Capacity and realistic expectations

The official settings documentation describes a technically supported maximum of 128 concurrent users. That is a configuration ceiling, not a performance guarantee. No independent performance benchmark or hardware-sizing figure is established in the authoritative material. Treat CPU, memory, storage speed, player count, and network capacity as variables to monitor on your own host rather than assuming that the maximum setting will run well everywhere.

Start with a conservative player limit, watch logs and system utilization during actual play, and increase the limit only when the machine and connection remain stable. Keep the persistent data and backups on reliable storage; a fast executable download does not compensate for a lost world save.

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Recommended first-day checklist

  • Confirm you are targeting the current 1.1.x branch and AppID 1829350.
  • Install Wine, 32-bit support, libstdc++6, Xvfb, and SteamCMD using packages appropriate to your distribution.
  • Create and use a non-root steam account.
  • Download into /home/steam/Vrising and launch VRisingServer.exe with xvfb-run.
  • Set an explicit -persistentDataPath and edit the generated files under its Settings directory.
  • Choose one game UDP port and one query UDP port; use the same values in the server, UFW, router, and cloud rules.
  • Test direct connection before troubleshooting browser listing.
  • Back up Saves before updates or substantial rule changes.
  • Stop the process before SteamCMD updates and schedule routine low-population restarts.

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