Host a Deep North world with the standard Valheim Dedicated Server tool—there is no separate Deep North server program. Install it from Steam’s Tools library, copy the supplied Windows or Linux startup script, set the world and server arguments, then choose either the Steam backend (which normally requires UDP ports 2456–2457) or Crossplay (which uses a relay and does not require router port forwarding).
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You do not automatically need a new world. Deep North terrain is generated in unexplored regions, so an existing save can continue if your group has not already explored the far north. If that area was mapped before the biome became available, starting a new world is the dependable way to ensure the Deep North generates correctly.
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What you need before you start
A dedicated server is a separate Valheim process that keeps the world available even when the player who created it is offline. Iron Gate Studio describes this model as a way to provide “a persistent world in which you and your friends can play anytime.” The server machine can be at home or in a managed hosting facility; every player connects to that one process rather than one person’s game acting as the host.
- A Windows or Linux computer that can remain available whenever the group wants to play.
- A Steam account and the Valheim Dedicated Server tool installed from Steam’s Tools filter.
- A world name, server name, and password that follow the current server-manual rules.
- For the Steam backend: administrative access to the router and firewall on the server’s network.
- For Crossplay: a way to distribute the generated join code or another connection method supported by the current guide.
- A backup plan for the world files before updates, mod changes, or major configuration changes.
The official dedicated-server documentation does not publish a universal CPU, memory, storage, or bandwidth minimum. Hardware demand changes with player count, mods, world activity, operating-system overhead, and the load you observe. Start with a machine that has headroom, monitor it while your group plays, and scale it if simulation or save operations become slow rather than relying on an invented “minimum” specification.
Choose the backend: Steam or Crossplay
The backend determines how players reach the server. Choose it before configuring your network because the port requirements are different.
| Backend | Internet access | What you configure | Best fit |
|---|---|---|---|
| Steam | Direct connection to your server | Forward UDP 2456 and 2457, allow the server through the firewall, and give players the server’s supported address or listing | A group that controls its router and wants the conventional dedicated-server path |
| Crossplay | Relay-backed connection | Add the Crossplay launch option, then share the join code or use another connection method documented by Iron Gate | A group that cannot forward ports or needs the relay-supported connection path |
Crossplay avoids inbound router forwarding because the relay brokers the connection. It still has the connection limitations and supported-client requirements described in the current Valheim guide, so check those details if a player cannot join. Switching backends is a launch-configuration change; it is not a separate Deep North installation.
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- Open Steam and select Library.
- Use the library filter and enable Tools.
- Find Valheim Dedicated Server and install it. The tool is separate from the normal playable game, but it is the standard application used for every Valheim biome, including the Deep North.
- After installation, open the tool’s installation folder. Steam’s Browse local files command is the quickest route.
The installation includes a Windows batch file named start_headless_server.bat and a Linux shell script. Copy the script before editing it. Iron Gate recommends working on a copy because an update can replace the original file and remove your changes.
Configure a Windows server
1. Make a working copy of the batch file
In the dedicated-server folder, duplicate start_headless_server.bat and give the copy a clear name, such as start_deepnorth.bat. Keep the original untouched so you can compare it with a fresh version after updates.
2. Set the required launch arguments
Open the copy in a text editor and retain the script’s existing executable line. Set the documented arguments for:
-name— the name players see in the server browser or connection information.-world— the save identifier to load. Use the existing world’s identifier when continuing a save, or a new identifier when creating a separate world.-password— the access password. Follow the password constraints in the current server manual; do not assume that any arbitrary string is accepted.-port— normally2456for the first server.
Leave the script’s other arguments intact unless you have a specific reason to change them. If you want the relay-backed backend, add the documented -crossplay option to the same launch line. Do not add that option for a standard Steam-backend setup.
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3. Save and launch
Run your copied batch file. A console window will show startup messages while the world loads and the server establishes its connection. Wait for the message indicating that the server is connected before asking players to join. Launching the file again while the first process is still running can create a second process or a locked save, so verify that the previous instance has stopped before restarting.
4. Stop cleanly
Use the console interrupt documented by Iron Gate to stop the process. A clean interrupt lets the server save and close its files. Closing the console window or terminating the process abruptly risks losing recent progress and can leave a save in a recovery state.
Configure a Linux server
1. Copy the supplied shell script
From the dedicated-server installation directory, copy the supplied Linux startup script to a working filename. As on Windows, edit the copy so a later Steam update does not erase your configuration.
2. Make the script executable
Use the permissions procedure in Iron Gate’s Linux instructions to mark the copied script as executable, then edit it with a text editor. The exact command depends on where you installed Steam and which Linux account owns the files; the important check is that the account running the service can read the installation and write the save directory.
3. Set the same arguments
Configure -name, -world, -password, and -port exactly as you would on Windows. Add -crossplay only when you intend to use the relay backend. Keep the process attached to a terminal multiplexer or a service manager if you need it to remain running after you disconnect from SSH, and ensure that the service account has permission to create and update the save files.
4. Start and stop from the shell
Start the copied script from the dedicated-server directory and watch its output until it reports a successful connection. Stop it with the documented console interrupt instead of killing the shell process. If you run it as a system service, configure the service to send a graceful stop signal and to restart only after the previous process has fully exited.
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Steam-backend networking: forward the correct ports
For the normal Steam backend, Iron Gate’s guide documents the default range 2456–2457. Forward both UDP ports from the router to the computer running the server. Forwarding only one port is a common reason that the server appears locally but cannot be reached over the internet.
- Give the server computer a stable local address, either with a DHCP reservation in the router or a correctly configured static address.
- Open the router’s port-forwarding page and create UDP rules for external ports
2456and2457to that local address. - Allow the dedicated-server executable through the operating system firewall. If the firewall asks for a network profile, apply the least-privileged profile that still permits the intended private or public network.
- Confirm that the launch script’s
-portvalue matches the first forwarded port. If you select a different base port, forward the corresponding pair instead of leaving 2456–2457 unchanged. - Start the server and test from a connection outside the home network. A test from the same LAN can succeed even when the router’s internet-facing rule is wrong.
Do not forward ports for a Crossplay server. The relay is specifically intended to remove that inbound-router requirement; adding unrelated forwarding rules will not repair a relay connection problem.
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Crossplay uses a relay service. Add -crossplay to the copied Windows or Linux launch script, restart the server, and wait for the connected status. Give friends the join code generated by the server or use the server-list or other method supported in the current Iron Gate instructions.
Keep the code private in the same way you protect a password. If a player cannot connect, first check that the server actually launched with -crossplay, that the player is using a client and platform combination supported by the current game version, and that the code was copied exactly. A Steam-style port-forwarding test is not useful for a relay-backed server.
Decide whether to keep your existing world
Deep North is a world-generation issue, not a special server-installation issue. The current hosting guidance says existing worlds carry forward, and that the new terrain appears in regions that have not been explored.
Continue the current save when the far north is untouched
If your group has not sailed into, mapped, or otherwise generated the far-northern area, keep the existing -world value. Back up the save first, launch the server, and travel north after the update so the unexplored region can generate with the biome.
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Create a new world when the north was already generated
If players explored the far north before the Deep North content was available, those areas may already contain generated terrain and will not reliably transform into the new biome. A new world with a new -world identifier is the dependable choice when the biome must be present in pristine terrain.
Do not delete the old save
Keep the original world as a backup and as a fallback for players who want to continue existing builds. Copy the save before the first post-update launch, record which world identifier each script uses, and avoid testing an unverified update directly on the only copy.
A hosting guide lists September 9, 2026 as the launch-era date for Valheim 1.0 and the Deep North. Treat that date as contextual information and verify the applicable official release notes when planning an update, because version behavior can change after launch.
Find and manage the save and access-control files
The dedicated-server guide documents platform-specific save locations. Use the path associated with your operating system and the account that runs the server; do not assume the save belongs to the interactive desktop user when the process runs as a Linux service or another Windows account.
Access control is handled with three text files in the save directory:
adminlist.txt— players granted administrative privileges.bannedlist.txt— players blocked from joining.permittedlist.txt— an allow-list when you want only explicitly listed players to enter.
Back up these files with the world save, edit one identifier per line as required by the current manual, and restart or reload according to the documented procedure. If an entry appears ineffective, check that you edited the save directory used by the running script rather than a second installation or a different operating-system account.
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Backups, updates, and routine operation
Before an update
- Stop the server cleanly and wait for the process to exit.
- Copy the entire world-save directory, including the access-control files.
- Save a copy of your edited startup script and note whether it uses Steam or Crossplay.
- Record the current world identifier, port, and server name so you can detect an accidental change.
After an update
- Compare the vendor’s refreshed startup script with your working copy instead of blindly overwriting it.
- Reapply your launch arguments if the update replaced the original file.
- Start the server with no players connected and watch for errors, save migration messages, and the connected status.
- Have one player test joining before the whole group returns.
While the server is running
Keep the machine powered, prevent sleep or hibernation, and monitor disk space. The official guide does not promise a fixed hardware requirement, so use observed CPU, memory, storage, and network load to decide whether the machine needs more capacity. Mods can change that demand substantially; update the server and every client together when a mod requires matching versions.
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Self-hosting versus renting a managed server
| Consideration | Self-host at home | Managed Valheim server hosting |
|---|---|---|
| Up-front hosting fee | No separate hosting subscription, although you provide the computer and internet connection | Recurring provider charge; current pricing depends on provider, location, plan, and promotions |
| Availability | Limited by your machine’s power state, home internet, maintenance, and outages | Designed for 24/7 operation in a provider facility |
| Networking | You handle firewall rules and, for Steam, UDP 2456–2457 forwarding | The provider supplies the network endpoint and panel; you still configure the game and access controls |
| Updates and backups | You copy scripts, apply updates, and maintain independent backups | The panel may simplify updates and backups, but verify exactly what is included |
| Control | Direct access to files, operating system, logs, and custom automation | Convenient controls with limits determined by the host’s panel and policies |
| Best for | Players comfortable administering a Windows or Linux machine | Groups that want a persistent world without maintaining home hardware and networking |
Rent a managed server when the group values dependable 24/7 access and nobody wants to maintain a home machine, firewall, router, updates, or backups. Self-host when you already have an always-on computer and want full control without a hosting subscription. Whichever route you choose, keep an independent copy of the world files; a provider panel is not a substitute for a backup you control.
Troubleshoot the most common failures
The server is visible locally but friends cannot join
Check the backend first. With Steam, verify UDP forwarding for both 2456 and 2457, the destination address, and the firewall rule. Confirm that the launch script’s base port matches the forwarded pair. Test from outside the home network. With Crossplay, remove port-forwarding changes from the diagnosis and verify that -crossplay is present and that you shared a fresh join code.
The server starts the wrong world
Compare the -world value in the script with the intended save identifier, then inspect the save directory used by the account running the process. Similar names in different profiles or installations can make a healthy server appear to have lost progress.
The Deep North is missing
Confirm that the server and clients are on the expected game version. If the far north was previously explored, the existing save may already have generated that region; create a new world for a reliable untouched Deep North. If it was unexplored, travel beyond the previously generated boundary rather than expecting the biome to appear near an old coastline.
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Changes disappear after an update
Steam updates can reset the original launch file. Restore your copied script, recheck every argument, and keep the working copy outside the installation folder as an additional safeguard. Also verify that the server is using the same save path and account as before.
The process closes or the world rolls back
Stop the server with the documented interrupt, inspect the console output, and check disk permissions and available space. Restore the latest known-good backup only after the process has fully stopped. Avoid repeatedly launching and killing the server, which can compound save corruption.
Quick Recap
A practical first-session checklist
- Install Valheim Dedicated Server from Steam’s Tools library.
- Copy the Windows batch file or Linux shell script before editing it.
- Choose an existing world only if the far north is still unexplored; otherwise create a new world identifier.
- Set
-name,-world,-password, and-port; add-crossplayonly for the relay backend. - For Steam, forward UDP 2456–2457 and allow the executable through the firewall.
- For Crossplay, skip router forwarding and distribute the join code after the server reports that it is connected.
- Back up the save and access-control files before inviting the group.
- Test one connection, then document the script location, world identifier, backend, and recovery backup for everyone who administers the server.
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