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How to Play Vintage Story Multiplayer Without a Dedicated Server

A practical guide to hosting Vintage Story from the normal game client, covering same-network LAN play, Open to Internet with UPnP, manual TCP and UDP port 42420 forwarding, virtual-LAN tools, CGNAT and connection troubleshooting.
Length11 min Posted Quest giverVGSources Team
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Yes—you can play Vintage Story with friends without running a dedicated server. The host opens a saved single-player world and chooses Open to LAN for people on the same network. For friends elsewhere, choose Open to Internet, which attempts to create a router route with UPnP. If that fails, forward port 42420 for both TCP and UDP, or use a virtual-LAN tool so the game sees every player as local. In every method, the world exists online only while the host’s game is running.

Which method should you use?

Your choice depends mainly on where the other players are and whether you can change the router. None of these methods creates a persistent world that runs while the host is away.

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Method Best for Router configuration Outside-network players Latency and dependency
Open to LAN Friends using the same home, school or office network None, unless a firewall blocks the game No Direct local connection; the host’s game must remain open
Open to Internet (UPnP) Friends on other networks when the router supports working UPnP Vintage Story attempts it automatically Yes, if UPnP succeeds and inbound traffic is permitted Usually direct; depends on the router and ISP
Manual port forwarding Outside-network play when automatic routing fails Forward TCP and UDP 42420 to the host computer Yes, unless the ISP uses CGNAT or otherwise blocks inbound connections Direct connection; requires router and firewall access
Virtual LAN Players who cannot configure a router None on the physical router Yes, through the synthetic private network Depends on the virtual-LAN relay and route; every player must install and join the same network

For a same-network session, start with Open to LAN. For remote friends, try Open to Internet once. If the connection fails, manual TCP-and-UDP forwarding is the usual direct-connection fallback. A virtual LAN is useful when you cannot forward ports, but it adds another network layer and can increase latency.

What “without a dedicated server” means

Vintage Story uses a host-client model in these setups. One player’s normal game client loads the world and also accepts the other players’ connections. The host therefore supplies the running process, world data and network endpoint; there is no separate server application running on another machine.

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  • The host must launch the game, load the world and keep that session running.
  • Closing the world, quitting the game or losing the host’s connection ends multiplayer for everyone.
  • A world cannot remain available while the host is offline. A dedicated server is the appropriate architecture for that persistent-world requirement, but configuring one is outside this guide.

Because the host is also playing, CPU, memory, storage and internet upload capacity are shared between the game and the connected players. The supplied material does not establish a specific player limit or hardware requirement, so treat performance as dependent on the world, mods, player count and host computer rather than on a guaranteed number.

Method 1: Open to LAN for friends on the same network

Open to LAN is the simplest option when every player is connected to the same router or local network. It does not require router port forwarding or an internet address.

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Host steps

  1. Start Vintage Story and load the single-player world you want to share.
  2. Open the pause menu.
  3. Choose Open to LAN.
  4. Read the local address displayed by the game and send that address to your friends through a private channel.
  5. Leave the world open while everyone plays. The session ends when you close it or log out.

Joining steps

Each friend selects the multiplayer connection option in their client and enters the local address shown by the host. Use the address provided by the game rather than guessing an internet address; LAN clients need a reachable address on that shared network.

If a LAN player cannot connect

  • Confirm that every device is actually on the same network. A phone hotspot, guest Wi-Fi, wired network and main Wi-Fi can be isolated even when their names look related.
  • Check the operating-system firewall on the host and allow Vintage Story to accept private-network connections.
  • Temporarily verify whether network isolation is the cause by testing with firewall rules adjusted only as far as your security policy permits; restore protective rules after the test.
  • Make sure the host has not closed the world or changed to another session.

Open to LAN is not an internet-hosting feature. A friend at another house cannot normally use the host’s private LAN address, even if the address was copied correctly.

Method 2: Open to Internet with UPnP

Open to Internet is the in-game attempt to make the host reachable from outside the local network. After opening the world to LAN, choose Open to Internet. Vintage Story attempts to ask the router to create the required inbound mapping through UPnP (Universal Plug and Play).

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How to use it

  1. Load the world and open the pause menu.
  2. Choose Open to LAN first.
  3. Choose Open to Internet.
  4. Give remote friends the internet-facing address or connection information shown by the game.
  5. Keep the game and world running for the entire session.

UPnP can fail because it is disabled on the router, unsupported, blocked by a security policy, directed at the wrong network interface or prevented by the ISP’s address architecture. A message that UPnP succeeded does not prove that an outside player can reach the host; test from a genuinely external network.

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Why testing from another Wi-Fi device can mislead you

A second computer connected to the same home Wi-Fi is not an external test. It may reach the host through local routing even when inbound internet traffic is blocked. Ask a friend on a different connection to test, or use a device on cellular data with Wi-Fi disabled. Do not treat a same-router test as proof that remote players can join.

When to stop relying on UPnP

If outside players still cannot connect after a genuine external test, turn UPnP off for this game and configure the port manually. The documented fallback is more explicit and makes it easier to inspect the router and firewall rules.

Method 3: Forward port 42420 manually

Vintage Story uses port 42420 by default for both TCP and UDP. Forwarding only TCP is a common mistake and can leave remote connections failing even when the router reports a successful rule.

Before you create the rule

  • Identify the host computer’s local IPv4 address. It should remain stable; otherwise a router rule can point to the wrong device after a DHCP lease changes.
  • Confirm that the host is on the router you intend to configure, not on a second router or isolated guest network.
  • Have administrator access to the router and the host operating system.

Router configuration

  1. Sign in to the router’s administration interface.
  2. Open the section labelled something like Port Forwarding, NAT or Virtual Server. The exact label differs by manufacturer.
  3. Create a rule pointing external port 42420 to the host computer’s local IPv4 address and port 42420.
  4. Set the protocol to TCP and UDP. If the interface requires separate entries, create one TCP rule and one UDP rule.
  5. Save or apply the rule, then restart the Vintage Story world if the game was already listening before the change.

Do not forward an arbitrary port unless you also know how the game’s listening port is configured. The default documented value is 42420, and the troubleshooting guidance specifically says to confirm that the server is listening on that port.

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Host-firewall configuration

The router can deliver a packet to the computer only for the operating-system firewall to reject it. Allow Vintage Story, or allow inbound port 42420 for both protocols, according to your system’s firewall interface. On Linux systems using ufw, the corresponding commands are:

sudo ufw allow 42420/tcp
sudo ufw allow 42420/udp

These commands change the host firewall, not the router. You need both layers configured: the router’s forwarding rule and the computer’s inbound permission.

Connection test

  1. Start the world and choose Open to LAN, then Open to Internet if the game’s flow requires both selections.
  2. Ask someone on a different internet connection to join.
  3. If it fails, verify the game is still running, the listening port is 42420, both protocol rules exist, and the forwarding target still matches the host’s local IPv4 address.

CGNAT: when correct forwarding still cannot work

Carrier-grade NAT (CGNAT) places multiple customers behind an ISP-controlled address. In that situation, your home router may accept a port-forwarding rule, but unsolicited traffic from the internet cannot reach it because the ISP controls the upstream NAT. This is not fixed by adding more local firewall rules.

Signs include a router internet address that does not match the public address visible to services on the internet, or a WAN address in a private or shared-address range. Exact diagnostics vary by ISP and router. If forwarding appears correct but no external test can connect, ask the ISP whether the connection uses CGNAT and whether a public, inbound-reachable IPv4 address is available. If the ISP cannot provide one, use a virtual LAN or a persistent server arrangement instead of repeatedly changing local rules.

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Method 4: Use a virtual LAN when port forwarding is unavailable

A virtual-LAN or VPN tool creates a synthetic private network. Each player installs the same tool and joins the same virtual network; Vintage Story then treats the participants as if they were on one LAN. This avoids configuring the physical router and can work around a household connection where inbound forwarding is impossible.

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Setup pattern

  1. Install one virtual-LAN tool on every player’s computer.
  2. Have the host create a virtual network and give its network name and access credentials to the friends who should join.
  3. Have every friend join that exact network and verify that the host appears online in the tool.
  4. On the host, load the world and choose Open to LAN, followed by the tool’s equivalent internet-sharing step if the tool’s instructions require it.
  5. Give friends the host’s virtual-network IPv4 address, not the host’s ordinary home-LAN address.
  6. Keep both the virtual-LAN client and Vintage Story running for the duration of the session.

Hamachi is a commonly cited example of this approach, but the important property is the shared virtual network, not a particular product. Everyone must use the same network, and every additional relay or routing hop can add latency. A virtual LAN is not automatically faster or more reliable than direct forwarding; it is primarily a way to avoid router configuration.

Virtual-LAN pitfalls

  • Using the host’s physical LAN address instead of its virtual IPv4 address.
  • Joining different virtual networks because of a typo in the network name or credentials.
  • Allowing the virtual-LAN adapter in one firewall profile but blocking it in another.
  • Assuming that a successful virtual-network membership guarantees a playable route; test the actual game connection.

Troubleshooting checklist, in the order that saves time

Work from the local game outward. Change one layer at a time so you know which fix mattered.

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  1. Confirm the session exists. The host must have the intended world loaded and must keep the game open. Closing or logging out ends the session.
  2. Confirm the method and address match. LAN players use the local address; virtual-LAN players use the host’s virtual IPv4 address; internet players use the externally reachable connection information.
  3. Test from outside the home network. A second device on the same Wi-Fi cannot validate internet reachability.
  4. Check the listening port. Confirm that the host is listening on 42420, the default port cited for Vintage Story.
  5. Check both protocols. Ensure TCP 42420 and UDP 42420 are allowed in the host firewall and forwarded by the router when using direct internet hosting.
  6. Check the forwarding destination. A changed local IPv4 address can silently invalidate an otherwise correct router rule.
  7. Reconsider UPnP. If UPnP reported success but the external test fails, disable UPnP and create the manual TCP-and-UDP rules instead.
  8. Investigate CGNAT. Ask the ISP whether inbound IPv4 traffic is possible when all local settings are correct.
  9. Try the virtual-LAN route. If router access or inbound service is unavailable, put every player on the same virtual network and use its host address.
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Common mistakes and their fixes

“My friend used my 192.168 address from another house.”

That is a private local address and normally is not routed across the public internet. Use Open to Internet with a working route, manual forwarding, or a virtual LAN.

“I forwarded TCP, but the game still does not work.”

Forward and allow UDP 42420 as well. Vintage Story’s default requirement is both TCP and UDP; a TCP-only rule is incomplete.

“UPnP says it worked, but nobody outside can join.”

Verify from a truly external network, then disable UPnP and configure both protocol rules manually. The UPnP status message alone is not an end-to-end connectivity test.

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“It worked yesterday, but not today.”

Check whether the host computer received a new local IPv4 address, whether the game is listening on the expected port, and whether the host firewall profile changed. A forwarding rule tied to an old address will target the wrong device.

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“Everyone can see the virtual network, but the game cannot connect.”

Use the host’s virtual-network IPv4 address, allow the virtual adapter and Vintage Story through the firewall, and confirm that all players joined the same virtual network.

Security and session-management considerations

Opening a game to the internet exposes a listening service on the host’s connection. Share connection details only with people you intend to invite, keep the game and operating system updated, and remove or disable a forwarding rule when you are finished if you do not need it for another session. A virtual-LAN network should likewise be limited to trusted players; anyone admitted to that network may be able to reach other services permitted on the host’s virtual interface.

Because the host is the authority for the running world, schedule backups of important saves before experimenting with network settings or inviting a large group. Networking changes do not create a copy of the world, and ending the host process ends access immediately.

Choosing the right approach

  • All players are in one building: Open to LAN is the lowest-effort path. Resolve firewall or network-isolation issues locally.
  • Players are remote and the router supports reliable UPnP: Try Open to Internet, then perform an external test rather than assuming the status message proves success.
  • Players are remote and you control the router: Manual forwarding of TCP and UDP 42420 provides the clearest direct route, subject to ISP restrictions.
  • You cannot forward ports or your ISP uses CGNAT: A virtual LAN avoids inbound forwarding, at the cost of installing software for everyone and potentially adding relay latency.
  • You need the world online while the host is away: These host-client methods do not meet that requirement; use a dedicated-server setup instead.

What you can and cannot expect

These methods let friends join a world hosted from the normal Vintage Story client, but they do not turn that client into a permanently available service. The host’s computer, network connection and running game are the availability boundary. Open to LAN removes router work only for same-network play; Open to Internet automates a router request but can be defeated by router policy or CGNAT; manual forwarding is explicit but still depends on an inbound-reachable ISP connection; and a virtual LAN removes physical port forwarding while adding a software network that every player must maintain.

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There is no verified, authoritative success percentage for UPnP on Vintage Story in the supplied material. Treat UPnP as an attempt worth trying, not as a guaranteed path, and judge it by an external connection test. When that test fails, the troubleshooting sequence above gives you a clear choice between correcting direct forwarding and moving the group onto a virtual LAN.

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