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Prefer not to run the server on your own PC? Godlike.Host offers hosted Valheim servers with free DDoS protection and up to three free backups a day.
Valheim 1.0 does not require you to abandon an existing dedicated-server world. Existing saves continue to load and receive the Deep North and other new content. However, newly generated biomes work correctly only in terrain that players have not explored, so Iron Gate recommends a fresh world for the best 1.0 experience. Before updating, make a recoverable backup, decide whether you need Steam-only or full crossplay access, and test every mod and administrative list on a copy.
The release arrived on September 9, 2026, and the current official build is patch 1.0.20 (October 15, 2026). The update changes platform coverage, networking choices, world-generation expectations, identity handling and achievement rules—not the basic requirement to operate a dedicated server carefully.
What Valheim 1.0 changed for dedicated servers
Version 1.0 launched on September 9, 2026, with the Deep North and versions for PC, Linux, Mac, Xbox One, Xbox Series X|S, PlayStation 5 and Nintendo Switch 2. Iron Gate announced full crossplay across those platforms. A server owner therefore has two practical backend choices: the traditional Steam backend or the PlayFab Crossplay backend.
The current official build is 1.0.20, dated October 15, 2026. Among its dedicated-server fixes is a condition that could let a server run at an uncapped frame rate when v-sync was enabled in a client on the same computer. Mac App Store users also have a temporary compatibility caveat: crossplay with other platforms may be unavailable until that store receives the matching patch.
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The game supports 1–10 players. Iron Gate lists an approximately 4.3 GiB download on most platforms, about 3.0 GiB on Xbox One, and about 6.5 GiB for the Mac App Store and Microsoft Store. The 1.0 price is $29.99 in the United States, with regional prices varying. Those figures describe the game distribution, not a server-hosting fee.
The September hotfix series also addressed issues owners may notice when moving from pre-release builds: compatibility after a Switch 2 delay, banlist and whitelist problems involving old Steam IDs and newer platform IDs, a crash when entering an unloaded zone, item-durability and upgrade-loss cases around stands, and a drawbridge collision problem.
Do you need a new world?
No. A pre-1.0 world remains usable, and its existing content is not erased. Iron Gate’s FAQ explains that old worlds receive new content, but biome generation works properly only in areas that have not yet been explored. The studio specifically recommends starting over for the best experience.
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Why exploration matters
Valheim stores the state of explored terrain. When the 1.0 update adds or changes a biome, an already visited area is not automatically regenerated as if it were new. That limitation is most important for the Deep North: a legacy world can continue, but previously explored Deep North terrain will not be rebuilt automatically. Unvisited terrain can generate the new content normally.
Choose a world policy
| Policy | When it makes sense | Trade-off |
|---|---|---|
| Continue the existing world | Your group values established bases, map progress and characters more than a pristine 1.0 map. | Explored regions may not show new biome generation correctly. |
| Start a new world | You want the intended Deep North progression and a clean 1.0 exploration route. | World structures, map discovery and settlement work must be rebuilt. |
| Run a new test world first | You need to validate mods, crossplay and permissions before committing. | It uses additional storage and administration time. |
Do not delete the old save to make room for a new one until you have verified that the backup can be restored. A separate 1.0 world lets players keep their original campaign available while they decide which map becomes permanent.
Steam backend versus Crossplay backend
The startup argument determines who can discover and join the server. Omitting -crossplay uses the Steam backend. Adding -crossplay starts the PlayFab Crossplay backend and allows users from any supported platform to join.
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| Operational point | Steam backend | Crossplay backend |
|---|---|---|
| Platform reach | Steam users only. | Players on the supported PC, Linux, Mac, Xbox, PlayStation 5 and Switch 2 versions can join. |
| Internet access | Requires external port forwarding. | Uses a relay and does not require external port forwarding. |
| Default ports | Ports 2456 and 2457. | No external forwarding requirement. |
| Ways to join | Steam discovery and the normal Steam-server methods. | Public IP and port, join code or server list. |
| Local and loopback addresses | Use the applicable local-network method. | Local and loopback IP connections are not supported through this backend. |
| Administration | Familiar Steam-only operation, but router configuration is required for Internet players. | Broader reach and simpler inbound networking, with relay and platform-ID considerations. |
Enabling crossplay
- Stop the dedicated server cleanly and make a backup of the world and configuration.
- Open the startup script used by your installation:
start_headless_server.baton Windows orstart_server.shon Linux. - Add the
-crossplayargument to the server launch arguments, preserving the other settings already in the script. - Save the script, start the server, and confirm that it appears in the server list or accepts a join code.
- Test one Steam, one console and, where applicable, one Mac client before announcing the server to the whole group.
Iron Gate warns that Steam updates reset the original start_headless_server.bat or start_server.sh. Keep your edited script in a separate copy and compare it after every game update; otherwise manually entered world, password, backend or administrative settings can disappear.
Do you need to forward ports?
Steam-backend server
Yes, for players connecting over the Internet. Forward UDP/TCP traffic for ports 2456 and 2457 from the router to the machine running the server, then allow the same traffic through the host firewall. The dedicated-server guide identifies those ports as the Steam-backend defaults. If you changed the server port in its launch settings, forward the corresponding configured range instead of blindly forwarding the defaults.
Crossplay server
No external port forwarding is required. The Crossplay backend transmits data through a relay server. Players can use a public IP and port, a join code or the server list, but local and loopback IP addresses are not supported through that relay backend. If a player on the same home network cannot connect by a local address, use the supported server-list or join-code route rather than adding random router rules.
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Port troubleshooting
- Confirm that every player is on the same 1.0 patch, especially Mac App Store players.
- Check that the server is running the intended backend; a missing
-crossplayargument silently leaves it Steam-only. - For Steam, verify both port-forwarding rules point to the current server machine and that the host firewall permits the traffic.
- For Crossplay, remove unnecessary forwarding experiments and test with the public join method, code or server-list entry.
A safe 1.0 update procedure
- Announce a maintenance window. Ask players to log out normally so the server can save without active changes.
- Record the current configuration. Copy the startup script, world name, password, backend argument and administrative-list files before installing the update.
- Verify the backup destination. Make sure the files are on storage that can be read independently of the running server. A backup on the same failing disk is not a recovery plan.
- Update the server and clients. Bring the dedicated server and every player to the same 1.0 build. The current target is 1.0.20.
- Review the startup script. Steam updates can reset the original script, so restore your saved copy or re-enter its settings, including
-crossplayif required. - Check permissions. Re-read the ban, permit and admin files after the update because platform identifiers changed during the 1.0 hotfix series.
- Run a controlled test. Connect with the intended platform mix, enter a previously unloaded area, open storage and equipment stands, and verify that the server remains stable.
- Choose the production world. Keep the legacy world available even if the group begins a fresh Deep North campaign.
Backups and save timing
The official dedicated-server guide documents these defaults:
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Outbyte PC Repair FREERepair Windows errors before they cause bigger problemsFix Now →Outbyte Driver Updater FREEScan for outdated or missing drivers - takes under a minuteDriver Scan →| Setting | Default interval | Meaning |
|---|---|---|
| Automatic save interval | 1,800 seconds (30 minutes) | How often the server performs its normal save. |
| Number of automatic backups | Four | How many rotating backup copies are retained by default. |
| First short backup | 7,200 seconds (2 hours) | The first scheduled backup occurs after this interval. |
| Later backups | 43,200 seconds (12 hours) | Subsequent scheduled backups use this interval. |
These defaults reduce the chance of losing an entire campaign, but they do not replace an owner-controlled copy. Before 1.0, copy the world and its backup files to recoverable storage, retain at least one pre-update snapshot, and perform a restore test on a separate server or test directory. A restore test should prove that the files can be loaded and that players can see their expected world state; merely seeing files in a folder is not verification.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Mods, achievements and devcommands
Iron Gate has no official mod support and cannot guarantee that mods will work with 1.0. Consoles have no mod support, and there is no Steam Workshop feature for 1.0. Treat every mod as a compatibility risk, even if it worked on the previous build.
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Mod migration plan
- Record the mod list and versions used before updating.
- Clone the world and test the server without mods.
- Add mods back one at a time, checking startup, connection, inventories and world loading after each change.
- Keep an unmodified production copy so a failed mod update cannot destroy the only playable world.
Achievements begin tracking when 1.0 is downloaded. Characters and worlds marked cheated can be blocked from achievements. Later hotfixes added an opt-in devcommand for players who had used devcommands or mods, but owners should still explain the consequences before enabling administrative tools. Decide whether the server is an achievement-eligible campaign or an experimentation world, and communicate that policy before players create characters.
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Administration files and platform IDs
The dedicated server uses three text files: adminlist.txt, bannedlist.txt and permittedlist.txt. Each line contains a platform user ID.
adminlist.txtidentifies users who can perform administrative actions.bannedlist.txtidentifies users who must be refused.permittedlist.txtcreates an allowlist: everyone not listed is unable to join.
The allowlist is the most disruptive file to mishandle. Review every entry after the platform-ID changes documented in the 1.0.12 notes, and do not assume an old Steam ID is interchangeable with a newer platform ID. Test with a non-administrator account before reopening the server to the group. Keep a dated copy of all three files so you can undo an accidental lockout.
Hotfix checks after the update
After the server starts, deliberately test the areas affected by the 1.0 hotfix series:
- Join with the platform mix you intend to support and verify that bans and permits apply to the correct accounts.
- Travel into a zone that was not loaded during the test and watch for crashes.
- Inspect item durability and upgrade state around stands before and after reconnecting.
- Use a drawbridge repeatedly and confirm that players and objects no longer collide incorrectly.
- On a machine that also runs a client, monitor the server when client v-sync is enabled; patch 1.0.20 addresses the uncapped-frame-rate condition.
Self-hosting or managed hosting?
1.0 makes managed hosting attractive for owners who do not want to maintain startup scripts, router rules, platform permissions and backup rotations. Self-hosting remains appropriate when you need direct Linux or Docker control, custom monitoring or full control over update timing.
| Decision factor | Self-hosted server | Managed server |
|---|---|---|
| Administrative effort | You maintain the operating system, script, firewall, updates and recovery process. | The host typically supplies a control panel and handles much of the routine maintenance; exact scope varies. |
| Backup and restore | You choose storage, retention and restore testing. | Controls and retention depend on the provider; verify that you can download and restore backups. |
| Update timing | You decide when to apply 1.0 patches and can stage them first. | Confirm how quickly the host supports the current build and whether updates are optional. |
| Mods | You can stage compatible PC mods, but support remains unofficial and consoles cannot use them. | Verify mod and crossplay support for the exact build before subscribing. |
| Latency | Depends on your home or office connection and location. | Choose a region close to most players; geographic distance still affects latency. |
| Cost | Uses hardware, electricity and your existing Internet service. | Adds a recurring hosting fee; compare the included storage, backups and support rather than headline price alone. |
There is no single required physical product for a 1.0 server. A gaming PC, VPS, SSD, router or UPS may be useful infrastructure, but the correct choice depends on player geography, uptime expectations and who will perform recovery work.
Quick Recap
Owner checklist
- Update to the current 1.0.20 build and confirm every client matches.
- Keep the pre-update world and configuration on recoverable storage.
- Choose a fresh world if the group wants correctly generated Deep North terrain everywhere; otherwise preserve the legacy world and avoid assuming explored areas will regenerate.
- Add
-crossplayonly when cross-platform access is required. - Forward ports 2456 and 2457 for an Internet-facing Steam backend; do not add forwarding solely for Crossplay.
- Save a separate copy of the startup script because Steam updates reset the original script.
- Review admin, ban and permit files for current platform IDs.
- Test mods on a world copy and tell players how devcommands affect achievements.
- Test a real restore before declaring the migration complete.
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