Most Enshrouded dedicated-server failures become much easier to diagnose when you check them in order: confirm the process reaches Host_Online, read the console and logs, verify the server and client versions, then test the IPv4 network path. A server that never reaches the online state has a launch, dependency, path, or configuration problem; a server that is online but invisible or unreachable has a discovery, firewall, router, public-IP, or carrier-grade NAT problem.
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This guide covers the documented port, save, logging, recovery, and capacity details, with separate procedures for a server that will not start, does not appear in the browser, rejects remote players, or becomes laggy under load.
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Use the failure stage to choose the first fix
Do not begin by changing router settings while the executable is still failing to start. The first useful split is whether the process reaches Host_Online. That state confirms that the server has progressed beyond basic startup and configuration loading.
| What you observe | Most likely scope | First action |
|---|---|---|
The executable closes, crashes, or never creates enshrouded_server.json |
Installation, launch dependency, permissions, working directory, or damaged files | Launch the dedicated-server executable directly and inspect its console output before touching the network. |
The process runs but never reaches Host_Online |
Malformed configuration, missing path, dependency, or file-access problem | Read the console and the files in ./logs; repair configuration only after making a complete save backup. |
Host_Online appears, but the server is absent from the browser |
Version mismatch, browser filter, name/query-port mismatch, stale discovery data, or reachability | Finish updates, restart cleanly, check filters and the configured query port, then test direct reachability. |
| Players on the same home network can join, but friends on the internet cannot | Host firewall, router forwarding, public IPv4, or carrier-grade NAT (CGNAT) | Test the public IPv4 path and confirm the forwarded port reaches the host’s current local IPv4 address. |
| Players connect but experience rubber-banding, stalls, or disconnects | CPU, memory, storage, upload capacity, or an unstable host connection | Compare the machine and connection with the documented planning figures and test a wired link. |
1. Verify the installation and make one clean launch
Keen Games’ installation guidance documents Windows support at publication time and distributes the dedicated server through Steam’s Tools section. A first launch should be treated as an installation test, not as a completed production setup.
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- Open Steam and switch the library view to Tools.
- Install the Enshrouded dedicated-server tool, then let Steam finish every pending download.
- Open the installed server folder and run the dedicated-server executable directly once. This exposes startup errors that can be hidden when the process is launched by a shortcut, service wrapper, or hosting panel.
- Confirm that the launch creates
enshrouded_server.jsonin the server’s working directory. If no JSON file appears, stop and resolve the installation, permissions, or working-directory problem first. - Close the process normally, then launch it again after making only the settings you actually need. Keep the initial configuration as simple as possible until the process reaches
Host_Online.
A successful file creation does not prove that the server is reachable. It only proves that the executable can start far enough to write its configuration. The console state and logs are the next checkpoint.
2. Check Host_Online and read the logs before changing the router
The online-state check prevents a common mistake: trying to solve a local launch failure with port forwarding. If the process never prints Host_Online, classify the fault as startup, dependency, configuration, or path related.
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The documented default log directory is ./logs, relative to the server’s working directory. Read the newest log after each clean launch attempt. Note the first error, not just the final shutdown message; later messages often describe the consequence of an earlier failure.
What a pre-online failure usually means
- A malformed or stale
enshrouded_server.jsoncan prevent normal initialization. - A changed working directory can make relative paths such as
./savegameor./logspoint somewhere unexpected. - An incomplete Steam update or damaged installation can stop the executable before networking is initialized.
- The account running the process may lack permission to read the installation or write the save and log directories.
Do not delete files while diagnosing. Preserve the log and the complete configured save directory first; those copies are essential if recovery later becomes necessary.
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3. Resolve updates and server-browser visibility
Once the console reaches Host_Online, move to discovery and connection checks. Update both the dedicated server and every client, then restart them cleanly. A client that is newer than the server, or a server left running through an update, can produce misleading browser and connection symptoms.
Check the browser before changing network settings
- Verify that the client is looking for dedicated servers rather than a filtered list that excludes your server type.
- Search the exact server name configured in
enshrouded_server.json, including punctuation and spacing. - Confirm that the query-port value shown in the configuration is the value you are forwarding and testing.
- Try direct IP and query-port reachability when the browser remains empty. This separates a discovery-list problem from a path problem.
If a cleanly updated server is online and direct reachability works but the browser is stale, clear Steam’s download cache and flush DNS, then restart Steam. Keen Games lists both actions for persistent connection and discovery errors. They remove cached state; they do not repair a closed firewall port or CGNAT.
4. Configure the documented port and IPv4 path consistently
Keen Games documents queryPort 15637 as the default and states that Enshrouded multiplayer currently uses IPv4 only. The number must match at every layer. Changing it in one place while leaving an old value elsewhere creates a server that appears healthy locally but cannot be found or joined remotely.
| Layer | What must match | What to verify |
|---|---|---|
| Server JSON | The configured queryPort |
Open enshrouded_server.json and record the actual value, not the default you expect. |
| Host firewall | An allow rule for that configured port | Ensure the rule applies to the profile and interface used by the server process. |
| Router | The same external port forwarded to the host’s current local IPv4 address | Use a stable local IPv4 address so a DHCP change does not silently invalidate the rule. |
| Player connection or test | The public IPv4 address and matching query-port value | Do not substitute an IPv6 address; the documented multiplayer path is IPv4. |
Apply the network changes in a safe order
- Stop the server before editing its JSON or changing the port.
- Choose the port value and write it down. Keep
15637unless another service already uses it and you have a reason to change it. - Allow that value through the host firewall.
- Forward the same value in the router to the host’s stable local IPv4 address.
- Restart the server and wait for
Host_Online. - Test from outside the home network. A test made from the same LAN can succeed even when the public route is broken.
Steam may use additional ports beyond the Enshrouded query port; consult Steam Support’s current port documentation if Steam-specific traffic is failing. Do not infer those extra values from the Enshrouded JSON or replace the documented query-port setting with an unrelated Steam port.
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5. Separate a home-network fault from a public-IP limitation
The most informative comparison is local versus remote access. Have a player on the same home network try first, then test from a genuinely external connection such as a friend’s network or a mobile hotspot.
Local and remote players both fail
Return to the Host_Online checkpoint, logs, version state, and host firewall. If the process is online but even local clients cannot connect, port forwarding is not the first suspect; the server process, local address, firewall rule, or configuration is.
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Local players work but remote players fail
The server itself is functioning. Check that the router forwards the configured port to the correct local IPv4 address and that the host firewall permits it. Then determine whether the internet service supplies a public IPv4 address. With CGNAT, the router receives a private carrier-side address and cannot accept an unsolicited inbound connection, even when its forwarding rule is perfect.
Ask the internet provider for a public IPv4 address if that option exists. If public IPv4 cannot be supplied, repeated router edits will not solve the limitation; managed hosting is the practical alternative because the host operates on an address that accepts inbound traffic.
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Why IPv6 is not a workaround here
Keen Games explicitly notes that Enshrouded multiplayer currently uses IPv4. An IPv6-only connection therefore does not satisfy the documented multiplayer path. Obtain public IPv4 access or use an external host rather than building an IPv6-only forwarding design.
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6. Recover safely from a bad enshrouded_server.json
A malformed or incorrectly updated JSON file is recoverable, but configuration recovery should never begin with an unprotected save directory. The goal is to regenerate the file without losing the world.
- Stop the dedicated-server process and verify that it has fully exited.
- Copy the entire configured save directory to a separate location. The default is
./savegame, but use the actual path if you changed it. - Copy the current
enshrouded_server.jsonand the newest files in./logsas well. Keep the copies outside the live server folder. - Move the live JSON file aside and rename it with a clear backup suffix such as
enshrouded_server.json.bak. Moving is safer than immediately deleting because it preserves the exact failed configuration. - Launch the executable once so it can generate a fresh
enshrouded_server.json. - Stop it, open the new file, and reapply only the required settings. Avoid pasting obsolete keys or malformed punctuation from the backup.
- Launch again and confirm
Host_Onlinebefore restoring port-forwarding tests or inviting players.
If the regenerated file also fails, the JSON was not the only issue. Use the new log to check installation integrity, permissions, path validity, and pending updates. Never replace the regenerated file with an old copy merely because the old copy contains a familiar server name; that can reintroduce the original syntax or version problem.
7. Protect the world and understand what is stored where
The official FAQ distinguishes world progression from character progression: the dedicated server stores the world, while character progression is stored only on each client. The FAQ also describes one save file per game world. This distinction determines what must be backed up before migration or recovery.
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| Data | Stored on | Operational consequence |
|---|---|---|
| World progression, structures, shared state | The dedicated server | Back up the server’s complete configured save directory before replacing files, moving the server, or regenerating configuration. |
| Character progression | Each player’s client | A server-side world backup does not contain a player’s character save; players must protect their own client data. |
| Server logs | The server’s log directory | Keep recent logs when diagnosing failures; they provide context that a clean reinstall may erase. |
World save files are created every five minutes according to Keen Games’ FAQ. That interval limits, but does not eliminate, possible progress loss after a crash. A five-minute save cadence is not a substitute for manual backups before configuration changes, updates, migration, or experimentation.
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- Stop the server cleanly so the latest write is finished.
- Copy the whole configured save directory, including every file and subdirectory, rather than guessing a single world filename.
- Label backups with the date and server configuration they belong to.
- Restore only after stopping the server, and keep the current directory untouched until the restored copy has been verified.
The default locations are ./savegame for saves and ./logs for logs, both relative to the server working directory. A custom path takes precedence over these defaults.
8. Diagnose lag, overload, and instability with capacity figures
Performance complaints can come from the server machine, the upload path, or the players’ own connections. Compare the observed workload with the published planning figures instead of treating every hitch as a port problem.
| Resource | Published figure | How to use it |
|---|---|---|
| Idle physical memory | Approximately 4.4 GB, from Keen Games’ 2025 FAQ | Reserve this baseline before counting players or other applications. |
| Additional memory | Up to 100 MB per player, from the same FAQ | Use it as a planning allowance, not a guarantee; real usage varies with world state and workload. |
| CPU guidance | 6 cores / 12 threads for a 4–6-player setup, according to Enshrouded Companion’s 2026 guidance | Check sustained CPU saturation and per-core spikes, not only average utilization. |
| System memory guidance | 16 GB RAM for a 4–6-player setup, according to the 2026 guidance | Leave room for the operating system and other services; do not allocate every gigabyte to the server. |
| Storage | 30 GB of free SSD space for a 4–6-player setup, according to the 2026 guidance | Keep space available for the installation, world growth, logs, updates, and backups. |
| Upload capacity | About 2 Mbit/s per active player for a 4–6-player setup, according to the 2026 guidance | Measure upload under load and account for other household traffic; an advertised rate is not the same as available sustained capacity. |
Interpret the symptoms
- High CPU with adequate memory points toward processor saturation or another process competing for time.
- Memory pressure, swapping, or an operating-system warning indicates that the baseline plus player allowance is exceeding available RAM.
- Low server utilization with everyone rubber-banding points toward upload contention, Wi-Fi instability, or the route between players and the host.
- Long save pauses or a nearly full drive justify checking free SSD space and the growth of logs and backups.
A wired connection is a sensible quality measure for the host. A Cat6 Ethernet cable can remove Wi-Fi interference and variable signal strength, but it cannot add upload bandwidth, bypass CGNAT, or repair a misconfigured port. Treat wiring as a way to reduce one source of instability, not as a guaranteed cure.
9. Symptom-specific playbooks
The server will not start
- Launch the executable directly from Steam’s installed Tools files and watch the console.
- Check whether
enshrouded_server.jsonis created. If it is absent, resolve installation or permission issues first. - If the file exists but startup stops before
Host_Online, read the newest entry in./logs. - Confirm that the working directory can access the configured save and log paths.
- Back up the complete save directory, move the JSON aside, let the executable generate a fresh file, and reapply only required values.
- Finish Steam updates on the server and clients, then perform one clean restart.
The server starts but does not appear in the browser
- Verify
Host_Onlineand the exact server name. - Remove client-side filters that exclude dedicated servers.
- Confirm that the browser and router use the same query-port value, with
15637as the documented default. - Test direct public IPv4 reachability. If direct access works, flush DNS and clear Steam’s download cache before repeating the browser search.
Friends cannot connect, but the host can
- Have a local player test first. A successful local connection proves the process and local path are usable.
- Check the host firewall and the router forwarding rule for the configured query port.
- Verify that the forwarding target is the host’s current local IPv4 address.
- Check whether the internet provider uses CGNAT. Request public IPv4 access or move the server to managed hosting if inbound forwarding is unavailable.
The server is reachable but lags
- Record CPU, memory, disk space, and upload usage while players reproduce the problem.
- Compare those observations with the 4.4 GB idle, up-to-100-MB-per-player, 6-core/12-thread, 16 GB, 30 GB SSD, and approximately 2 Mbit/s-per-player planning figures.
- Stop competing uploads and downloads, then test the host on wired Ethernet.
- If resource use is within the envelope but remote players still lag, compare a local player with a remote player to isolate the internet route from the server machine.
10. Choose a remedy by risk and reversibility
| Remedy | Best stage | Reversible? | Data risk | What it can and cannot fix |
|---|---|---|---|---|
| Clean restart and complete updates | Version or stale-process problems | Yes | None when shut down normally | Fixes mismatched binaries and stale state; does not open a blocked port. |
| Flush DNS and clear Steam’s download cache | Stale discovery or connection errors | Yes | None to world saves | Removes cached client data; does not overcome CGNAT. |
| Firewall and router correction | Online server unreachable from outside | Yes | None to saves | Restores the IPv4 path when public addressing exists; cannot create public IPv4 service. |
Regenerate enshrouded_server.json |
Pre-online configuration failure | Yes, if backed up | Low after a complete save-directory copy | Removes malformed settings; it does not repair a damaged installation or restore client characters. |
| Managed hosting | CGNAT, unavailable public IPv4, or insufficient home capacity | Operationally harder to switch back | Migration requires a verified world backup | Provides an external operating environment; it does not eliminate the need for backups and version checks. |
11. A maintenance checklist that prevents repeat outages
- Keep the server and clients updated before a scheduled play session.
- Record the configured query-port value instead of assuming the default.
- Reserve or otherwise preserve the host’s local IPv4 address so router forwarding does not follow the wrong device.
- Watch for
Host_Onlineafter every restart. - Retain recent files from
./logswhen reporting a failure. - Back up the complete configured save directory before editing JSON, migrating the server, or installing a major update.
- Remember that world progression is server-side but character progression remains on each client.
- Check free SSD space, memory headroom, CPU load, and upload usage as the player count grows.
- Use wired Ethernet for the host when practical, while recognizing that it is a stability measure rather than a fix for port or ISP limitations.
The reliable sequence is always the same: establish a clean launch, confirm Host_Online, validate versions and configuration, make the IPv4 path consistent, then measure capacity. That order minimizes unnecessary router changes and protects the world while you isolate the actual fault.
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