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World desk9 min

7 Days to Die Server Only Accepting One Player: How to Fix It

A one-player 7 Days to Die server is usually caused by a cap or reserved slot, but console settings, NAT, firewall, visibility and protocol choices can produce the same symptom. Follow this ordered diagnostic guide.
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If a 7 Days to Die dedicated server lets one person join but rejects the next, check the server’s player cap and reserved slots first. Then verify the four cross-platform settings (when a console is involved), forward the configured ports to the correct private IP, and inspect visibility and network-protocol settings. Restart after every configuration change. The sequence below isolates a cap problem from a NAT, firewall, discovery, or version problem.

Fix it in this order

  1. Open the active configuration. Edit the live serverconfig.xml, or open the equivalent settings panel supplied by your managed host. Editing a sample file or an inactive profile will not change the running server.
  2. Raise the concurrent-player limit. Set ServerMaxPlayerCount above 1, without exceeding the documented supported maximum of 8. This value is the simultaneous-player cap.
  3. Remove accidental slot reservations. Check ServerReservedSlots. Reserved slots are counted inside the maximum and are available only to players who meet the configured permission level. Set the value to 0 for a normal open server unless you intentionally reserve places for moderators or other privileged players.
  4. Apply the console cross-play checklist. If any player is on Xbox or PlayStation, use these values together: ServerMaxPlayerCount set to a maximum of 8, ServerAllowCrossplay=True, EACEnabled=True, and IgnoreEOSSanctions=False. The official Help Center published or updated this checklist on April 21, 2026.
  5. Restart the server. A restart is required before the edited values can govern new connections.
  6. Repair the network path. Keep the normal ServerPort at 26900, or keep a custom port within 26900–26905 or 27015–27020 when LAN discovery is required. Forward the configured game and query ports from the router to the server computer’s fixed private IP, and allow them through the host firewall. The Fun Pimps support FAQ lists the Steam firewall ports that also need to be permitted.
  7. Retest from outside the host’s LAN. Have a second player connect over a different internet connection if possible. A browser listing proves discovery, not that inbound traffic can complete a join.

If the second client still fails after these checks, compare the server and client versions and read the server log at the exact time of the rejected connection. There is no single documented error that explains every one-player failure.

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What each setting actually controls

Setting Meaning Practical action
ServerMaxPlayerCount Maximum number of concurrent players; the documented supported maximum is 8. Use a value greater than 1 for a two-person game, and never set it above 8.
ServerReservedSlots Slots taken from the maximum and restricted to players meeting the configured permission level. Use 0 on an ordinary public server. Reserve slots only when you know which permission level should consume them.
ServerAllowCrossplay Enables console-compatible cross-play when set to True. Set to True for a mixed PC/console server.
EACEnabled Required by the official console compatibility checklist. Set to True for cross-platform play.
IgnoreEOSSanctions Controls whether EOS sanctions are ignored. Use False for the official cross-platform configuration.
ServerPort The game server’s listening port; 26900 is the normal port. Forward the actual configured port, not an assumed default, to the server host.
ServerVisibility Controls how the server appears to other players. Choose the value that matches whether the server should be public, friends-only, or unlisted.

A common misleading configuration is a maximum of 2 combined with one reserved slot. The server can report a two-player capacity while an ordinary player has only one usable place; the reserved place is held for an account with the required permission. Setting reservations to zero is the cleanest diagnostic for an open cooperative server.

Why the first player joins and the second one does not

The cap is literally one

If ServerMaxPlayerCount is 1, the first connection consumes the entire concurrent-player allowance. A second client is rejected before network troubleshooting can help. This is the most direct explanation when the server consistently accepts exactly one player, regardless of who connects first.

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Reserved capacity is hidden from ordinary players

Reserved slots are subtracted from the headline maximum for players who do not meet the required permission level. For example, a four-slot server with two reserved slots can leave only two places for normal users. The server is not necessarily malfunctioning; its access policy is narrower than the number displayed in the title or browser.

Cross-platform compatibility is incomplete

Console clients add requirements that a PC-only server may not need. The official checklist treats the maximum of 8, cross-play enabled, EAC enabled, and sanctions not ignored as a set. Leaving one value out can make a console connection fail even though a PC player can join.

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Discovery works but inbound traffic does not

A server can appear in a browser because discovery traffic reaches it while the actual game or query connection is blocked. A second client that times out after the listing appears points toward router forwarding, a changing private IP, or a host-firewall rule rather than the player cap.

Cross-play checks for Xbox and PlayStation players

When a console is part of the session, open the active configuration and verify the four values in the table together. Do not change only the cross-play toggle and assume the rest is automatic. The official Help Center’s April 21, 2026 article specifically requires a maximum player count of 8, ServerAllowCrossplay=True, EACEnabled=True, and IgnoreEOSSanctions=False.

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Save the file or panel, restart the dedicated server, and have the console player search again. If the console still cannot join while a PC can, continue with port, visibility, protocol, and version checks rather than repeatedly changing the player cap. A cap setting cannot repair a blocked inbound route.

Router and firewall diagnosis

Use the server’s real private IP

Assign the host computer a fixed private address or a DHCP reservation. Forwarding to an address that changes after a reboot can produce an intermittent one-player symptom: a local player may connect while an internet player cannot, or the server may work until the router renews the lease.

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Forward the configured ports

The normal server port is 26900. The reference documentation also identifies 26900–26905 and 27015–27020 as ranges to keep when LAN discovery is needed. If you selected a custom port, forward that exact port and its corresponding query traffic to the same host. Do not forward to a different machine running the game client.

Allow the host firewall

Create inbound allowances for the dedicated-server executable and the configured game and query ports on the operating system firewall. The Fun Pimps support FAQ lists the Steam firewall ports; use that list rather than opening random ports. Apply the rule to the network profile in use, and check that security software is not applying a second block.

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Test from outside the LAN

Use a phone hotspot or ask a friend on another connection to join. Testing two clients on the same home network can be distorted by a router’s hairpin-NAT behavior. If the external client times out while the browser lists the server, treat forwarding and firewall reachability as the primary fault until the logs demonstrate otherwise.

Visibility settings can look like a capacity problem

ServerVisibility value Effect Connection implication
2 Public The server is listed publicly.
1 Friends-only The first player must connect manually by IP because a dedicated server is not a friend account.
0 Not listed Players need the server’s address and port; absence from the browser is expected.

A friends-only or unlisted server may be healthy while a player concludes that it is full because the entry is missing or a join is attempted through the wrong discovery path. Confirm the visibility value before changing capacity. For value 1, give the first player the server IP and port for a manual connection; do not expect the dedicated server to appear as a friend profile.

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Review ServerDisabledNetworkProtocols only after forwarding is correct

The dedicated-server reference says SteamNetworking should be disabled when there is no NAT router between users or when port forwarding has been configured correctly. This setting must match the actual topology. Changing it blindly can replace one connectivity problem with another, so first establish whether players are reaching the host through a router and whether the required ports are forwarded.

After changing the protocol list, restart the server and repeat the outside-LAN test. Record the previous value so it can be restored if the result is worse. Protocol selection affects how clients reach the server; it does not increase the concurrent-player cap.

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Use the symptoms to choose the next branch

Observed symptom Most useful next check
The server always admits exactly one player, including two local clients. Inspect ServerMaxPlayerCount and ServerReservedSlots before changing networking.
The second player is on a console and a PC player can join. Verify the complete four-setting cross-play checklist, then restart.
The server is listed, but the second player times out. Check the fixed private IP, router forwarding, host firewall, and external reachability.
The server is absent from the browser, but a direct IP connection works. Inspect ServerVisibility and use the intended discovery method.
The first player connects manually, but later joins fail after a router restart. Confirm that the host’s private IP did not change and that forwarding still targets it.
All settings and ports look correct, but one client is rejected. Compare server and client versions and inspect the server log for the rejected join.

Do not confuse a slow join with a one-player limit

The Fun Pimps support FAQ says map-transfer speed tops out at about 1300 KiB/s even when a higher value is configured. A second player may appear stuck while a world transfers, especially on a slower upload connection. Wait for the transfer to complete and look for a definite disconnect or rejection in the client and server logs before concluding that the server accepted only one player. This transfer ceiling describes delivery speed; it does not change the player-cap setting.

Version and log checks after configuration

Match the software versions

Confirm that the dedicated server and every client are on compatible versions and branches. A configuration can be correct while a version mismatch prevents one client from completing the handshake. Compare the exact version shown by the server and the affected player rather than relying on the game title alone.

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Read the rejection at the right time

Keep the server log open or make a timestamped copy, then reproduce the failure with the second player. Look for the connection attempt, a slot or permission message, a network bind error, an authentication or anti-cheat failure, and any version-related rejection. The log identifies which layer failed; the generic symptom does not.

Change one layer at a time

After the initial cap and cross-play checks, avoid changing several unrelated values between tests. Change the router or firewall rule, test externally, then review the log. If that does not resolve the issue, evaluate visibility and network protocols. This preserves a clear cause-and-effect trail and makes it easier to undo an unsuccessful change.

Self-hosted server or managed hosting?

The same configuration requirements apply, but responsibility is divided differently. Use this comparison before moving a world to a hosted service.

Decision point Self-hosted on your PC or server Managed dedicated hosting
Configuration control You edit the active serverconfig.xml and must know which profile is running. You use the host’s settings panel or file manager; confirm that it edits the active instance.
Router and firewall work You are responsible for the fixed private IP, port forwarding, and host-firewall rules. The provider normally supplies the public endpoint, while you still need to follow its connection and firewall instructions.
Console cross-play You must meet the official four-setting checklist yourself. Confirm that the selected service and plan support console cross-play before migrating.
Availability when the host PC is off The server stops when the host machine or its connection is unavailable. The service is intended to keep the instance running independently of your personal PC; verify uptime terms before purchase.
Geographic latency Players connect to the location and upload capacity of your host connection. Choose a data-center location suitable for the players and verify its network characteristics.
Backups and recovery You must create and test your own world and configuration backups. Check whether backups are included, how often they run, and how restoration works.

Managed hosting can remove home-router maintenance, but it cannot make an invalid configuration valid. Ask specifically whether the service exposes ServerMaxPlayerCount, reserved slots, cross-play values, visibility, and protocol settings. Also confirm how to obtain logs before moving a world.

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A clean retest procedure

  1. Stop the server and back up the active configuration and world.
  2. Set the player cap above 1 and no higher than 8; set reserved slots to 0 unless privileged reservations are intentional.
  3. If a console will join, apply the four official cross-play values exactly.
  4. Set the desired visibility value and note whether players should browse or connect by IP.
  5. Confirm the server port, fixed private IP, router forwarding, and firewall allowance.
  6. Review the network-protocol setting against the actual NAT and forwarding topology.
  7. Start the server and wait until it has finished loading.
  8. Connect one client, then connect a second client from outside the host’s LAN.
  9. If the second connection fails, capture the timestamp, client error, and corresponding server-log lines before making another change.

This sequence separates an intentional access policy from a transport failure. It also leaves a reversible configuration and a useful log record if the problem requires escalation to the hosting provider or game support.

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