To generate a completely fresh Space Engineers map on a Windows dedicated server, open SpaceEngineersDedicated.exe, create or select a server instance, choose New game under New game / Saved worlds, configure the scenario and world rules, set the server and network options, then click Save and start. Choose Saved worlds only when you want to load an existing save.
Prefer not to run the server on your own PC? Godlike.Host offers hosted Space Engineers servers with free DDoS protection and up to three free backups a day.
What you need before creating the world
This procedure applies to the official Windows dedicated-server tool. You need the dedicated-server installation available on the machine that will host the game and permission to create or modify its files and network settings. If players will connect from outside the host network, the listening port may also need to be forwarded through the router or firewall.
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Decide the following before launching the first session. These choices affect the generated map or the way players reach it, and changing them later may require recreating the world.
- Scenario: Select the starting scenario that supplies the world template.
- Generation options: Decide asteroid and related generation settings during world creation. The scenario template and asteroid amount are creation-time choices and cannot be changed later for an existing save.
- Gameplay rules: Choose survival, creative, and the other world rules in the world-settings controls.
- Visibility and access: Choose a server name, listen IP, password, and, where available, Steam-group visibility.
- Networking: Assign a listening port to the instance. Every separate server instance must use its own port.
- Operations: Plan how you will use the server console, save controls, and world-folder backups.
Create a fresh world on the dedicated server
1. Open the dedicated-server tool
- Install or open the official Space Engineers Dedicated Server tool on the Windows host.
- Run
SpaceEngineersDedicated.exe.
The tool can manage a server instance locally from its console. If you host more than one instance on the same machine, configure each instance separately rather than reusing one instance’s network settings.
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2. Create an instance and enter configuration
- Create a new server instance, or select the Local/Console instance if that is the instance you intend to run.
- Choose Continue to server configuration.
Do not start the instance before selecting its world. The world choice is made in the configuration screen, where the server can either generate a new map or load a save that already exists in the dedicated-server directory.
3. Select New game, not Saved worlds
- Open the New game / Saved worlds section.
- Select New game.
New game generates a world from a scenario. Saved worlds is the option for loading a previously saved world. Keen Software House’s guide describes this control as letting you choose between “starting a new world generated from a scenario, or loading a previously saved world.” If your goal is an untouched map, selecting a save from the second option will not create one.
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- Choose the scenario template for the new world.
- Open Customize in the New Game flow.
- Set the available world rules, including the intended survival or creative mode and other gameplay options.
- Set generation controls such as asteroid amount while the world is being created.
The scenario and generation controls determine the initial map. In particular, the scenario template and asteroid amount are not settings you can freely change on an existing save. Treat them as creation decisions: if the finished world uses the wrong template or asteroid amount, create a new world with the desired values instead of expecting the server to regenerate that save.
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Review the settings before continuing. World rules can affect how the session plays, while generation choices affect the map itself. Keeping a written record or screenshot of the choices is useful when operating multiple instances with different rules.
5. Configure the server identity and access
- Open Server settings.
- Enter a distinctive server name so players can identify this instance in the multiplayer browser.
- Set the world name used for this new save.
- Choose the appropriate listen IP for the host’s network layout.
- Add a password if the session should be restricted.
- Set the listening port.
Use a different port for every server instance on the same host. A second instance cannot bind to a port already occupied by the first one. If remote players cannot connect even though the server is running, check that the selected port is forwarded through the host network and permitted by the relevant firewall rules.
Where the configuration offers Steam-group visibility, choose it deliberately. A public listing, a password-protected listing, and a Steam-group-visible server expose different access paths; the name and password should match the audience you intend to invite.
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6. Save the configuration and launch
- Review the scenario, world rules, server identity, listen IP, password, and port.
- Select Save and start.
Save and start writes the configuration and launches the dedicated server. Keep the server console open long enough to confirm that the process remains running and that the instance is using the expected world and network settings. If you close the tool or stop the process immediately, players will not be able to join even if the configuration itself was saved.
7. Connect to the new world
- Start the regular game client on a player computer.
- Open the multiplayer server browser.
- Find the configured server name, or use the host address and listening port when connecting directly.
- Enter the password if one was configured.
The first connection should create or load the world selected in the dedicated-server configuration. If the server does not appear, verify the listen IP, port, visibility choice, and network forwarding before changing the world settings.
Move a single-player world to the server
You do not need to generate a new map when you want to continue a local game on a dedicated server. The regular game stores saved worlds separately from the dedicated-server save location, so the save folder must be copied into the corresponding dedicated-server directory.
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Copy the save folder
- Stop the local game and make a backup of the world you intend to migrate.
- Open the regular game’s save location:
AppDataRoamingSpaceEngineersSaves. - Locate the folder for the world you want to move.
- Copy that world folder into the corresponding SpaceEngineersDedicated save directory on the server machine.
- Keep the original local folder unchanged until the server version has been tested.
The exact dedicated-server directory depends on the installation and instance layout, but it must be the save location used by SpaceEngineersDedicated, not merely the regular game’s local Saves directory. Copying a folder only into the client location will not make it appear in the dedicated-server configuration.
Select the copied world in the server configuration
- Reopen the dedicated-server configuration.
- Go to New game / Saved worlds.
- Select Saved worlds.
- Choose the copied world from the list.
- Review server settings and select Save and start.
Back up the save before changing settings or installing mods. A migration changes where the world is operated, not what it contains; the server will use the copied folder as its working save, while the original remains your rollback point.
Which settings can be changed after creation?
The dedicated-server configuration exposes settings for both new-world generation and an existing save, but they are not interchangeable. Settings that describe how the map was generated are fixed in practical terms once the save exists.
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| Decision | When to set it | If it is wrong later |
|---|---|---|
| Scenario template | During New game and Customize | Recreate the world with the intended scenario; it is a creation-time choice. |
| Asteroid amount and related generation choices | During new-world setup | Recreate the world with the intended generation value; it cannot be changed freely for an existing save. |
| Survival/creative and other world rules | In world settings before launch | Use only controls the game permits for an existing save; do not assume every rule remains editable. |
| Server name and world name | Server settings, before launch | Reopen the configuration and adjust the identity values. |
| Listen IP, password, visibility, and port | Server settings, before launch | Adjust the server configuration and ensure the network path matches the new values. |
If a control is unavailable after the world has been created, that is a sign the setting is tied to the save’s original generation. Do not edit files blindly to force a change: preserve a backup and either use an available existing-save setting or create a new world.
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Multiple instances can be useful for separate groups or rule sets, but each instance needs an independent configuration. Give every instance its own listening port, a clear server name, and a distinct world name. A port collision is the most direct reason a second server fails to start: the operating system cannot assign the same listening port to both processes.
- Configure and save one instance before moving to the next.
- Record which port belongs to each server name.
- Use separate save folders or clearly named worlds so an operator does not select the wrong save.
- When remote access is required, forward each port that players must reach.
- Test each instance independently from a client before inviting the full group.
Troubleshooting a new or migrated world
The world list is empty
- Confirm that you selected Saved worlds when trying to load an existing save.
- Check that the folder was copied into the dedicated-server save directory, not only into
AppDataRoamingSpaceEngineersSavesused by the regular game. - Verify that the folder is inside the save location for the instance you opened in the configuration tool.
- Reopen the server configuration after copying so it refreshes the available saves.
The server starts but players cannot connect
- Confirm that the client is using the configured server name, address, and port.
- Check the listen IP and the server’s visibility or password settings.
- For players outside the host network, verify port forwarding and firewall access for the configured listening port.
- If the host runs several instances, make sure the player is using the port assigned to the intended world.
A second server will not start
- Check for a port collision with an already running instance.
- Assign the second instance its own listening port.
- Confirm that the second instance is using its own server configuration and save selection.
A required setting is unavailable
- Determine whether it is a creation-time option such as the scenario template or asteroid amount.
- If it is creation-time, back up any valuable data and create a new world with the desired value.
- If it is an ordinary server or permitted existing-save setting, change it in the configuration, save, and restart the instance.
Self-hosting or managed hosting?
Self-hosting gives you direct control of the server files, save folders, configuration, and mods, but you are responsible for the Windows machine, network forwarding, backups, updates, and uptime. A managed service can remove much of that maintenance and may provide a data-center location closer to your players. Keen Software House identifies GTX Gaming as an official PC dedicated-server host.
| Consideration | Self-hosted server | Managed server |
|---|---|---|
| Files and mods | Direct access to the machine and save folders. | Access depends on the provider’s control panel and policies. |
| Setup effort | You install the tool, configure the instance, and handle networking. | The provider handles much of the machine setup; you still select the world and rules. |
| Uptime and maintenance | You maintain the host, backups, and restarts. | The provider manages the underlying service, subject to its plan and support terms. |
| Network configuration | You choose the listen IP and forward the required port. | The host generally supplies an externally reachable service, but connection details vary. |
| Recurring cost | Depends on hardware, electricity, and connectivity; no current amount is established here. | Current prices and regional availability are not established here and must be checked with the provider. |
| Geographic latency | Determined by the physical location of your own host and players. | Often influenced by the data-center location you select. |
Choose self-hosting when you want maximum control and can maintain the machine and network. Choose managed hosting when continuous availability or simpler network administration matters more than direct infrastructure control. Either way, the world-creation choice remains the same: select New game for a fresh map, or copy and select a save for an existing world.
Operational checklist after launch
- Keep a backup of the world folder before major setting changes, migrations, or mod installation.
- Record the scenario, generation choices, world rules, server name, and port for each instance.
- Use the server console and save controls so progress is written before planned restarts.
- After any network change, test a connection from the same network and, when relevant, from an external network.
- When replacing a world, stop the server first, preserve the old folder, and verify the replacement appears under Saved worlds.
The critical distinction is simple: New game creates a fresh scenario-based world; Saved worlds loads a folder that already exists in the dedicated-server save directory. Set generation choices before launch, give every instance a unique port, and use Save and start only after reviewing the complete configuration.
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