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Godlike.Host offers hosted V Rising servers with its own game panel, SFTP access and free DDoS protection, if you would rather not host it yourself.
A V Rising dedicated server has two player-facing UDP settings: Port carries game traffic and QueryPort handles Steam server-browser queries. The defaults are commonly 9876 and 9877, but the only values you should trust are those loaded by the running server from ServerHostSettings.json (or an environment-variable or command-line override).
Forward the configured game port for direct connections. Forward both configured UDP ports, allow both through the server computer’s firewall, and enable listing settings when you want the server to appear in the public browser.
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Which ports does V Rising use?
The current PC dedicated-server instructions identify two network listeners for ordinary players. Both use UDP; creating TCP-only rules will not make a normal game server reachable.
| Setting | Transport | Default in the maintained settings reference | What it does | When it must be reachable |
|---|---|---|---|---|
Port |
UDP | 9876 | Gameplay traffic between clients and the dedicated server | Always, including direct-IP connections |
QueryPort |
UDP | 9877 | Steam server-browser queries and listing information | When players need to find the server in a browser |
These defaults come from Stunlock Studios’ maintained 1.1.x PC instructions. The server can use different values if you changed its configuration, supplied environment variables, or started it with command-line overrides such as -gamePort and -queryPort. A changed value has to match everywhere: the server configuration, the host firewall, the router rule, and any address given to players.
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For the official references, see Stunlock Studios’ current 1.1.x PC instructions and the earlier 1.0.x dedicated-server instructions.
Why the game port and query port behave differently
Direct connection
A player connecting with your public IP address and game port needs the gameplay listener to be reachable. If the game port is forwarded to the correct computer and allowed by its firewall, direct connection can work even when the server is absent from the browser.
Server-browser listing
The browser relies on the query listener. A blocked or misdirected query port, or a disabled listing option, can leave a perfectly playable server invisible in search results. Stunlock’s guidance says that both the query port and game port must be open in the firewall and forwarded on the router for list visibility; for direct access, opening and forwarding the game port is sufficient.
In the current settings, check the listing options ListOnSteam and, where applicable, ListOnEOS. A newly started server may take several minutes to appear. The external IP address remains the fallback when the browser has not updated yet.
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Requirements before you create a forwarding rule
- A stable private address: reserve the server computer’s LAN address in the router’s DHCP settings, or configure a carefully managed static address. Forwarding to an address that changes after a lease renewal sends traffic to the wrong device.
- A reachable public IPv4 address: inbound hosting can fail under carrier-grade NAT (CGNAT) or DS-Lite when the ISP does not give your router a directly reachable public IPv4 address. You may need an ISP option with public IPv4 or a managed host instead.
- Administrative access: you need permission to edit the server computer’s firewall and the router’s NAT/port-forwarding page.
- The actual running configuration: do not assume the documented defaults if you have copied a configuration, used a startup script, or supplied a custom persistent-data path.
Find the ports the running server actually uses
V Rising’s two primary files are ServerHostSettings.json and ServerGameSettings.json. The packaged defaults are under VRisingServer_Data/StreamingAssets/Settings/. Local overrides are read from:
%USERPROFILE%AppDataLocalLowStunlock StudiosVRisingServerSettings
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- Stop the dedicated server before editing its settings.
- Open the
ServerHostSettings.jsonfile that the current startup method uses. - Record the values of
PortandQueryPort. If they are absent, compare the file with the packaged defaults and check the startup command for-gamePortor-queryPort. - Confirm whether
ListOnSteamand/orListOnEOSis enabled for the listing services you want. - Save the file, restart the server, and use those live values for every firewall, router, and player-connection setting.
How to forward V Rising ports step by step
1. Reserve the server computer’s LAN address
Sign in to the router, open its DHCP or LAN settings, and create a DHCP reservation for the server computer’s network adapter. Note the resulting private address, such as 192.168.1.50. The example address is only an illustration; use the address assigned by your router.
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2. Confirm the host settings
Use the live Port and QueryPort values identified above. If you changed one value, write down the new number and do not continue using an old bookmark, firewall rule, or direct-connect address.
3. Allow inbound UDP on the server computer
Create an inbound rule for the game port. Create a second inbound UDP rule for the query port when browser listing is required. On Windows, the path is Windows Defender Firewall with Advanced Security → Inbound Rules → New Rule; choose a custom or port rule, select UDP, enter the configured local port, allow the connection for the profiles you actually use, and give the rule a clear name. Apply the same result with the firewall system on Linux or another operating system: permit inbound UDP to both configured listeners.
Do not accidentally select TCP. TCP is relevant to the separate RCON listener, not the ordinary game and query services.
4. Create the router forwarding rules
Open the router’s NAT, Port Forwarding, or Virtual Server page. Create one rule for the configured UDP game port and, if listing is wanted, another for the configured UDP query port. Set the destination to the reserved private address of the server computer. Leave the external and internal port numbers identical unless you have a deliberate reason to translate them, and select UDP rather than TCP or “both” when the interface offers protocol choices.
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Forwarding a port to a different computer, an old DHCP address, or the router itself will not reach the server. If the router has separate IPv4 and IPv6 forwarding pages, use the address family your players can actually reach; the common home-hosting recipe assumes a public IPv4 address.
5. Start the server and enable listing
Launch the dedicated server after the firewall and NAT rules are saved. Verify that the startup process is using the intended persistent-data path and that listing settings are enabled for Steam or EOS as appropriate. Give the browser a few minutes to receive and display the new listing.
6. Test from inside and outside your network
- From another device on the same LAN, connect using the server computer’s private IP address and game port. This confirms that the server process and local firewall are functioning.
- From a phone using cellular data or another genuinely external connection, connect with your public IP address and game port. This tests the router rule and ISP reachability.
- Search the public server list after allowing time for propagation. If direct connection works but listing does not, investigate the query port and listing settings rather than changing the game port.
Testing your public address from inside the same LAN can produce a false failure when the router lacks NAT loopback (also called hairpin NAT). An external test is required to distinguish that router limitation from a real Internet reachability problem.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshoot a server that does not appear or accept connections
The server is missing from the browser, but direct connection works
- Check that the configured query port, not merely the documented default, is allowed in the host firewall.
- Confirm that the same UDP query port is forwarded to the server computer’s current private address.
- Verify
ListOnSteamand/orListOnEOSin the configuration actually loaded at startup. - Wait several minutes after launch; browser registration is not always immediate.
Direct connection fails from outside the LAN
- Confirm the server is listening on the configured game port and that the host firewall rule permits UDP.
- Check the router destination against the server’s current DHCP reservation.
- Make sure the public address belongs to your router, not an upstream CGNAT or DS-Lite gateway. Compare the router’s WAN address with an external “what is my IP” result; a mismatch can indicate that inbound forwarding is not possible on the current ISP connection.
- Test from an external network rather than relying on a same-LAN public-address test.
The server stopped working after an edit or update
A common cause is editing one copy of ServerHostSettings.json while the running server reads another override directory. Review -persistentDataPath, startup scripts, environment variables, and command-line arguments. Then restart the server and re-check the effective port values before touching the router rules.
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A firewall scan reports the wrong protocol
The game and query listeners are UDP. A TCP-only forward will fail even if a generic port checker reports that the number is present. RCON is the exception: it uses TCP and is separate from player connectivity.
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Remote Console (RCON) provides administration access to the server process. The current official instructions show a TCP example of 25575 and require an RCON password. It is not the game port and not the Steam query port.
Only expose RCON when remote administration is genuinely needed. If you enable it, use a strong password, restrict the source addresses in firewall rules where possible, and forward the TCP listener separately. Never add RCON to the ordinary player-port recipe just because its number appears in a configuration example.
Self-hosting versus managed hosting
Self-hosting gives you control over files, settings, backups, restart schedules, and updates, but your network must accept inbound traffic and you must maintain the machine. Managed hosting moves the server into a provider’s network, which is useful when your ISP uses CGNAT or DS-Lite, your router cannot create reliable forwards, or you do not want to handle operating-system and server updates.
| Consideration | Self-hosted at home | Managed server |
|---|---|---|
| Files and settings | Full access to configuration and startup scripts | Access depends on the provider’s control panel and plan |
| Router and ISP | Requires stable LAN addressing, working UDP forwarding, and reachable public IPv4 | Usually no inbound forwarding on your home router |
| Maintenance | You handle updates, restarts, firewall changes, and operating-system reliability | Provider supplies the hosting environment; you still manage game settings and scheduled maintenance allowed by the plan |
| Recurring cost | The dedicated-server application is freely available through Steam’s Tools section; hardware, electricity, and Internet service remain your responsibility | Recurring rental cost varies by provider and plan; no single current price is established here |
| Backups | You must copy and protect world and settings files | Backup frequency and restoration options depend on the provider; verify them before relying on the service |
| Inviting players | Share the public address and game port, or wait for browser listing | Players use the provider’s assigned address; router troubleshooting is reduced |
The dedicated-server application is available free to everyone through Steam’s Tools section, according to Stunlock Studios’ current instructions. That does not remove the networking requirements for a home installation. If your ISP cannot provide a reachable public IPv4 address, managed hosting is the practical alternative rather than repeatedly changing local forwarding rules.
Quick Recap
A reliable checklist
- Read the live
PortandQueryPortvalues from the configuration the server actually loads. - Reserve the server computer’s private LAN address.
- Allow inbound UDP for the game port in the host firewall.
- Allow and forward the query port as well when browser visibility matters.
- Forward both UDP values to the same server computer, not to a changing or incorrect address.
- Enable
ListOnSteamand/orListOnEOSif those listings are required. - Test locally, then test from a truly external network.
- Account for CGNAT, DS-Lite, and missing NAT loopback before concluding that the server is broken.
- Keep RCON’s TCP rule separate and closed unless remote administration is needed.
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