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You can host a current V Rising dedicated server on Linux, but not with a native Linux binary: Stunlock distributes the PC server as Windows software. The supported practical route is SteamCMD to download AppID 1829350, then Wine (normally wine64) and a headless X server such as xvfb to run VRisingServer.exe. Keep the server’s settings and saves in a persistent data path, forward the configured UDP game and query ports, and update only while the process is stopped.
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What the Linux setup really is
The current PC server branch is 1.1.x. Stunlock’s published legacy branches include 1.0.x, 0.6.x (Gloomrot), and 0.5.x, so decide which branch you intend to run before downloading files. The dedicated server is free in Steam’s Tools section, but the current distribution contains only a Windows server build. Linux hosting is therefore a compatibility stack rather than a native port.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware matchSteamCMD installs the dedicated-server files with AppID 1829350. Once installed, the runtime executable is VRisingServer.exe; its steam_appid.txt identifies the game/client AppID as 1604030. Those identifiers serve different purposes: use 1829350 for the SteamCMD download, and do not substitute 1604030 in the install command. An older wiki command used AppID 582400 for a historical guide; use the current 1829350 instructions unless you intentionally target an old branch.
Wine supplies the Windows runtime layer. A headless X server, commonly xvfb, supplies the display environment expected by some Windows components even when the machine has no desktop session. The result is a normal V Rising server process with Linux handling the surrounding service, storage, firewall, and networking work.
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Decide whether self-hosting fits
Self-hosting is appropriate when you can administer a Linux machine, control inbound networking, and take responsibility for updates and backups. The server files, configuration, and save data remain under your control, and you can choose the exact Wine and operating-system setup. The trade-off is that you must maintain packages, the compatibility layer, firewall rules, router or NAT forwarding, restart schedules, and recovery procedures.
Before installing, confirm that you have:
- A Linux system that can install Wine, a headless X server, SteamCMD, and the required runtime libraries.
- Administrative access for initial package installation and creation of a dedicated unprivileged account.
- A reachable public address or a router/NAT configuration that can forward UDP traffic to the server.
- Enough storage for the installation and persistent save data, plus room for backups. The authoritative instructions do not publish a universal CPU, RAM, or player-performance requirement, so size the machine conservatively and monitor it after players join.
Package names and Wine behavior differ among distributions and release generations. Ubuntu-oriented guides commonly install 32-bit support, Wine, libstdc++6, xvfb, and SteamCMD. Treat those names as an example for Ubuntu-era systems; consult your distribution’s package index for the equivalent packages rather than copying an obsolete repository command.
Create a dedicated account and install the prerequisites
Use a non-root service account
Do not run the game server or SteamCMD as root. Create a separate account named steam (or another name you choose), give it a home directory, and perform the download and runtime work there. The following commands illustrate the account and shell transition used by the Linux guide:
sudo useradd -m -s /bin/bash steam
sudo -u steam -s
After switching users, verify that the shell is operating as the service account before creating directories. Keeping the installation and save files owned by one account prevents a later restart from failing because root-created files are not writable by the service process.
Install the compatibility stack
Install the 64-bit Wine runtime (normally exposed as wine64), the distribution’s 32-bit support where Wine requires it, libstdc++6, xvfb, and SteamCMD. The exact package-manager command is distribution-specific. A successful prerequisite check should leave these commands available to the steam account:
wine64for launching the Windows executable.xvfb-runfor creating a temporary headless display.steamcmdfor downloading and verifying server files.
If one of those commands is missing, fix the package installation before downloading V Rising. Mixing a system Wine installation with a different user’s prefix or running SteamCMD from a root-owned directory is a common source of permission and path errors.
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Download the current server with SteamCMD
Create a directory reserved for the server installation, then ask SteamCMD to install the current dedicated-server AppID anonymously:
mkdir -p /home/steam/Vrising
steamcmd +force_install_dir /home/steam/Vrising +login anonymous +app_update 1829350 +quit
The command can be rerun later to verify and update the files, but stop the running server first. On the initial run SteamCMD may create additional directories and download dependencies; let it finish without interrupting the process. If you are deliberately following an old branch, verify that branch’s AppID and instructions first rather than silently combining legacy files with the current executable.
After completion, inspect /home/steam/Vrising for VRisingServer.exe and steam_appid.txt. The executable’s client identifier of 1604030 is expected in that text file; it is not a reason to change the SteamCMD command from 1829350.
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Launch the server without a desktop session
Run the documented headless command
Change into the installation directory, select a 64-bit Wine environment, and start the executable through xvfb-run:
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export WINEARCH=win64
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24:32'
wine64 VRisingServer.exe
-persistentDataPath ./save-data
-logFile server.log
--auto-servernum allows Xvfb to choose an available display number. The 640×480 virtual screen is only a headless display surface; it is not a game-rendering quality setting. -logFile server.log writes a process log that should be your first diagnostic when startup or connection behavior is unexpected.
Keep persistent data separate from program files
The illustration uses ./save-data, which is convenient for a first test. For an update-resistant layout, create a separate directory such as /home/steam/vrising-data and point -persistentDataPath there. This keeps settings and saves out of the tree that SteamCMD replaces during an update:
mkdir -p /home/steam/vrising-data
cd /home/steam/Vrising
export WINEARCH=win64
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24:32'
wine64 VRisingServer.exe
-persistentDataPath /home/steam/vrising-data
-logFile /home/steam/vrising-data/server.log
Use one persistent path consistently. Starting once with ./save-data and later with an absolute path creates two independent worlds, which can look like lost settings or a missing character when the process has simply opened a different save directory.
Turn the command into a repeatable start script
Save the launch command in a script owned by the service account. A script gives you one authoritative place for the data path, ports, and logging options and makes scheduled restarts predictable. Keep the script outside the save directory, mark it executable, and test it interactively before attaching it to a service manager. The official guidance recommends copying the supplied start script and then using a custom -persistentDataPath; do not edit shipped defaults just to change a world’s settings.
Configure identity, gameplay, and persistence
Know which file controls what
The two principal configuration files are:
| File | Purpose | Where to edit |
|---|---|---|
ServerHostSettings.json |
Server name, password, ports, listing behavior, and connection limits. | The Settings directory inside the persistent data path. |
ServerGameSettings.json |
Gameplay rules and world settings. | The same persistent-path Settings directory. |
Local overrides live below the custom path’s Settings directory, while world saves live below its Saves directory. The shipped templates under VRisingServer_Data/StreamingAssets/Settings/ are installation defaults. Avoid modifying those files: a SteamCMD update can replace them, erasing your changes.
Set host options deliberately
Stunlock documents command-line controls including -serverName, -gamePort, -queryPort, -maxUsers, -password, -listOnSteam, and -listOnEOS. You can place the corresponding values in the host settings file or pass supported options through your launch script, but keep one source of truth so that the value shown to players matches the port and listing behavior that the process actually uses.
The documented technical maximum is 128 concurrent users. That is a configuration ceiling, not a performance promise: no authoritative benchmark establishes how many players a particular Linux/Wine machine can sustain. Start below the ceiling, observe CPU, memory, tick behavior, and log errors, then increase the limit only when the machine and network remain stable.
Change settings safely
- Stop the server process cleanly.
- Back up the persistent
SettingsandSavesdirectories. - Edit the intended JSON file, preserving valid JSON syntax and the existing key names.
- Restart with the same persistent-data argument.
- Read the startup log and make one change at a time so a failure has an identifiable cause.
Configuration changes generally require a restart before clients see them. If a setting appears to revert, first check that you edited the active persistent path rather than the installation’s StreamingAssets template.
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Choose and expose the network ports
Understand the two UDP channels
| Traffic | Protocol | Role | Documented example |
|---|---|---|---|
| Game port | UDP | Gameplay traffic and direct connections. | 27015 in current instructions. |
| Query port | UDP | Steam server-list queries and browser discovery. | 27016 in current instructions. |
Older Linux guides commonly use 9876 for game traffic and 9877 for queries. Neither pair is universally correct: the values that matter are the ones in your active host settings or launch script. A mismatch between the configured port and the forwarded port makes a healthy process appear unreachable.
Open every network boundary
For browser listing, allow inbound UDP on both configured ports and forward both through the router or NAT device to the Linux host. Also check the host firewall and, on a cloud machine, the provider’s security-group rule. The public address players use must resolve to the forwarding device or host. If you intentionally disable listing, direct connection can still work through the configured game port; the query port is then not needed for browser discovery.
Set ListOnSteam and/or ListOnEOS according to where you want the server advertised. Restart after changing listing flags. Do not change the game port, query port, firewall rule, and router rule simultaneously while troubleshooting; changing one layer at a time reveals where packets stop.
Connect and verify the installation
Test locally first
Start the process and watch server.log for successful initialization, the selected ports, and creation of the persistent directories. From a client on the same network, test the server’s private address and configured game port. A local success proves that Wine, the executable, and the save path are functioning before public routing is introduced.
Test public reachability second
From outside the home network, connect using the public address and game port. If direct connection succeeds but the server is absent from the browser, focus on the query-port forwarding and listing flags rather than reinstalling Wine. If neither method works, inspect the process log, host firewall, router rule, and any cloud security group in that order.
Keep a controlled change record
Record the persistent path, branch, AppID, game port, query port, and listing choices. When a future update or router change causes a regression, this short record lets you compare the running command with the rules that players are using instead of guessing.
Update, restart, and back up without losing the world
Apply files while the server is offline
Stop the V Rising process before running SteamCMD. Rerun the same installation command so SteamCMD verifies existing files and downloads updates:
steamcmd +force_install_dir /home/steam/Vrising +login anonymous +app_update 1829350 +quit
Updating a live process can leave a mixture of old and new files and makes it difficult to know which executable is running. Start the server again with the unchanged persistent-data argument after SteamCMD exits successfully.
Back up the Saves directory
Before a major update or configuration change, copy the persistent Saves directory to storage that is not inside the installation tree. Include the relevant settings when you need a complete restoration point. Test that the backup contains the expected world files and that the service account can read them; a backup that exists but is unreadable is not a recovery plan.
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Schedule planned restarts
Stunlock recommends periodic, commonly daily, restarts during low-population hours. Some hosting services apply updates only when a restart occurs, so a server that never stops can remain on old files. Coordinate the restart window with players, stop cleanly, run SteamCMD, and launch again using the same script. Regular planned maintenance is safer than an emergency restart after a crash or an unnoticed update.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshoot by symptom
The process exits immediately
- Read
server.logand the terminal output fromxvfb-run. - Confirm that
wine64,xvfb-run, and the required runtime libraries are installed and visible to thesteamaccount. - Verify that
VRisingServer.exeexists in the directory from which the script launches it. - Check ownership and write permission on the persistent path and log location.
- Run SteamCMD again while the process is stopped to repair an incomplete download.
The world appears new or settings are missing
Compare the command’s -persistentDataPath with the directory you backed up. Relative and absolute paths are different locations, and changing the path silently opens another Settings and Saves tree. Confirm that the expected files are below that path and that the service account can read them.
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- Try a direct connection to the public address and game port.
- Confirm the process is using the same game and query ports that the router and firewall allow.
- Check that
ListOnSteamorListOnEOSis enabled as intended. - Restart after changing listing settings.
- Inspect the log before changing another option.
Local players connect but remote players cannot
This pattern points to routing rather than Wine. Verify the router’s destination address, inbound UDP rules on the Linux host, the public address supplied to players, and any cloud security-group rule. Carrier-grade NAT or an upstream network that blocks inbound traffic can prevent forwarding even when the local firewall is correct.
Players can connect but are disconnected after an update
Stop the process, back up the saves, rerun SteamCMD, and restart from the known-good script. Ensure clients and server are on the same intended branch. Do not combine a legacy executable with current configuration assumptions without checking that branch’s instructions.
Operational and security practices
- Run the server under the dedicated non-root account, not root.
- Keep the installation directory and persistent data directory distinct.
- Allow only the configured UDP game and query ports through each firewall layer.
- Use a strong password when the server is private and avoid publishing save-path or administrative details.
- Retain dated backups before updates and test restoration on a separate directory.
- Monitor logs after every restart and record the branch and AppID used.
- Do not assume the 128-user setting proves that the machine can sustain 128 players; capacity depends on the actual host and workload.
When managed hosting is the better choice
Stunlock’s support guidance also points users toward renting a V Rising server through a hosting provider. Managed hosting can remove Linux package installation, Wine and Xvfb maintenance, firewall and NAT administration, backup scheduling, and restart work. It does not remove the need to evaluate the service itself.
Compare a provider on the factors that affect this game specifically:
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| Decision factor | Self-hosted Linux | Managed service |
|---|---|---|
| Runtime maintenance | You maintain Wine, Xvfb, SteamCMD, and the operating system. | The provider maintains the platform and usually exposes a control panel. |
| File and configuration control | Direct access to scripts, JSON files, logs, and saves. | Access depends on the provider’s panel, file manager, and policy. |
| Network reachability | You handle public addressing, NAT, host firewall, and security groups. | The provider normally supplies the reachable endpoint. |
| Updates and backups | You stop, update, back up, and restart on your schedule. | Automation may exist, but confirm when updates run and how backups are retained. |
| Latency and location | Depends on the machine and internet connection you choose. | Depends on the provider’s available regions and network quality. |
| Cost and support | Uses hardware and bandwidth you already control, with your own support burden. | Recurring price and support quality vary; check both before committing. |
Choose self-hosting when control and hands-on administration are priorities. Choose managed hosting when predictable reachability and reduced maintenance matter more than direct operating-system access. In either case, keep an independent copy of important saves.
Final pre-launch checklist
- The intended branch is current 1.1.x, or the older branch and its instructions are explicitly chosen.
- SteamCMD installed AppID 1829350 into the intended directory.
VRisingServer.exeandsteam_appid.txtare present.- The server runs as the dedicated
steamuser throughxvfb-runandwine64. -persistentDataPathpoints to the directory you will back up.ServerHostSettings.jsonandServerGameSettings.jsonare edited under that path’sSettingsdirectory.- The configured UDP game and query ports match the launch settings, host firewall, router/NAT rule, and cloud security group.
- Listing flags match your discovery plan, and direct connection has been tested.
- A dated backup of the persistent
Savesdirectory exists before inviting players. - A restart and SteamCMD update procedure has been tested while the server is offline.
This arrangement gives Linux operators a maintainable V Rising server without pretending that a native Linux build exists: SteamCMD supplies the Windows files, Wine and Xvfb run them headlessly, and disciplined paths, networking, backups, and restarts keep the world recoverable.
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