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1Scan for outdated or missing drivers - takes under a minute2Repair Windows errors before they cause bigger problems3Fix the driver behind crashes, sound loss and screen glitchesValheim 1.0 does not invalidate an existing dedicated server or save. Your old world remains usable and receives the new content, but terrain that players have already explored will not be regenerated. For the best Deep North experience, Iron Gate recommends a new world. Server owners must also choose between the Steam backend and the new Crossplay backend, review platform IDs and permissions, preserve their startup script, and verify backups before updating.
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Version 1.0 launched on September 9, 2026 for PC, Linux, Mac, Xbox One, Xbox Series X|S, PlayStation 5 and Nintendo Switch 2. The current official build is Patch 1.0.20, dated October 15, 2026.
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What changed for dedicated servers in Valheim 1.0?
The 1.0 release adds the Deep North and extends Valheim to console platforms while Iron Gate supports full crossplay. The practical server change is not a mandatory migration; it is a choice of world policy, network backend and administrative safeguards.
- Existing saves still load. Worlds and characters created before 1.0 remain available and receive the new game content.
- New platforms are supported. PC, Linux, Mac, Xbox One, Xbox Series X|S, PlayStation 5 and Nintendo Switch 2 can participate in the 1.0 ecosystem.
- Crossplay is an explicit backend choice. Adding
-crossplayto the dedicated-server startup arguments uses the PlayFab Crossplay backend. Leaving it out uses the Steam backend. - The current build matters. Patch 1.0.20 fixes a dedicated-server condition that could make the server run at an uncapped frame rate when v-sync was enabled in a client on the same computer. Mac App Store crossplay can remain unavailable with other platforms until that store receives the same patch.
Iron Gate lists a capacity of 1–10 players. The 1.0 download is approximately 4.3 GiB on most platforms, about 3.0 GiB on Xbox One, and about 6.5 GiB for the Mac App Store and Microsoft Store. The listed US price at launch was $29.99, with regional pricing differences.
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Do you need a new world?
No. Your pre-1.0 world can continue, and its unexplored areas can generate the new content. The limitation is geographical: terrain is generated when the game first creates that area, so a biome that players already explored will not be rebuilt automatically after the update. This is especially important for the Deep North. If your group has not traveled far from the starting area, an old world may expose the new biome normally; if the surrounding map has been extensively revealed, the intended progression and terrain distribution may not appear.
Keep the old world when continuity is the priority
Continue an existing save when your group values established builds, tame animals, storage systems and character progression more than a fresh map. Before switching the server executable, make a restorable copy of the world and character files. Keep that copy outside the live save directory so an automatic cleanup or failed update cannot remove both versions.
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Start a new world for the intended 1.0 journey
A new world is the safer policy when the Deep North is central to your campaign, when players have already explored a large portion of the map, or when you want everyone to experience the 1.0 progression together. You can preserve the original world as an archive and run it separately for builders who want to return to their existing base.
Use a staged decision instead of an irreversible conversion
- Stop the live server cleanly and copy the world, character data and configuration files.
- Start a test instance using the 1.0 build and the copied save.
- Check that players can connect, inventories and structures load, and the map behaves as expected near the boundary of explored terrain.
- Ask the group whether continuity or a complete Deep North generation is more important.
- Only then select the production world. Never delete the pre-1.0 save to make room for a new one.
Steam backend or Crossplay backend?
The backend controls who can discover the server and how remote players reach it. It is not a cosmetic toggle: changing it alters port requirements and join methods.
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| Decision point | Steam backend | Crossplay backend |
|---|---|---|
| How to enable | Do not include -crossplay in the startup arguments. |
Include the literal -crossplay argument. |
| Platform reach | Steam users can see and join the server. | Players from the supported 1.0 platforms can join. |
| Internet access | Requires external port forwarding. | Uses a relay service and does not require external port forwarding. |
| Join options | Use the Steam server discovery and normal Steam connection flow. | Players can use the public IP and port, a join code or the server list. |
| Local and loopback addresses | Use your normal local testing method. | Local-IP and loopback connections are not supported through this backend. |
| Operational trade-off | Direct networking gives you conventional router and firewall control but requires that configuration. | Relay networking simplifies Internet exposure but requires players to use the relay-compatible join methods. |
Choose Steam when every player is on Steam and you already control router forwarding. Choose Crossplay when even one player is on Xbox, PlayStation, Switch 2, Mac or another non-Steam platform. Do not advertise a local address to Crossplay users; the backend does not accept local or loopback connections.
How to enable crossplay on a dedicated server
Iron Gate’s server package includes separate startup scripts for Windows and Linux. The update process can overwrite those files, so first duplicate the script you intend to edit.
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- Stop the running server. Wait for the process to exit so the latest save is flushed.
- Back up the startup file. Copy
start_headless_server.baton Windows orstart_server.shon Linux to a separate folder. Steam updates can reset the original file and erase manually entered settings. - Edit the active script. Add
-crossplayto the existing server argument list. Do not remove your world name, password or other settings already in that list. - Save and launch the script. The server now uses the PlayFab Crossplay backend rather than the Steam backend.
- Publish a supported join method. Give players the join code, the public IP and port, or the server-list name. Do not give them a private LAN address or
127.0.0.1. - Test with a non-local player. Have someone connect from a different network and from the platform you intend to support. A test from the host computer can miss relay and firewall problems.
If you remove -crossplay, the same server returns to the Steam backend. Treat that as a deliberate platform-policy change, not as a troubleshooting tweak.
Port forwarding and firewall requirements
Steam backend
Steam-backend servers use ports 2456 and 2457 by default and require those ports to be forwarded from the Internet to the machine running the server. The router must point the forwarding rules at a stable private address for that machine. Also allow the dedicated-server process through the host firewall. If the server appears locally but not to remote Steam players, verify the forwarding target, the listening ports and whether the ISP places the connection behind another layer of network address translation.
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Crossplay backend
Crossplay transmits server data through a relay, so external port forwarding is not required. You still need the server process to reach the Internet and the host firewall must allow it to run. Players connect with a public IP and port, join code or server list entry; a private address is not a substitute for those methods.
Backups to verify before updating
The dedicated server has an automatic save and backup policy, but automatic files are useful only if they survive a disk failure and you know how to restore them. The documented defaults are:
| Item | Default |
|---|---|
| Automatic save interval | 1,800 seconds (30 minutes) |
| Number of automatic backups | Four |
| First short backup | After 7,200 seconds (2 hours) |
| Later backup interval | 43,200 seconds (12 hours) |
- Locate the live world and character-save directories and identify the files created by the server.
- Copy them to recoverable storage before installing the 1.0 build. A second disk or remote backup is safer than another folder on the same drive.
- Record which world name, server build and startup arguments produced each backup.
- On a non-production copy, remove or rename the live files and perform a restore so you know the exact recovery steps.
- Keep at least one pre-update backup until the group has played successfully on the new build.
A backup that has never been restored is an assumption, not a recovery plan. Check that files have current timestamps, that the destination can be read by the server account and that the restore does not silently create a new empty world.
Review permissions and platform IDs
Dedicated-server access is controlled with three text files. Each line contains one platform user ID:
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adminlist.txtgrants administrative privileges.bannedlist.txtblocks listed users.permittedlist.txtenables an allowlist; everyone not listed is prevented from joining.
Platform-ID handling changed during the 1.0 hotfixes. The 1.0.12 notes identify bugs involving older Steam IDs and newer platform IDs in banlists and whitelists. Reconfirm every entry after migration instead of assuming a pre-1.0 identifier will match the account now connecting. An incorrectly populated permitted list can lock out the entire community, so retain an administrator account that you have tested on the target platform.
Mods, devcommands and achievements
Iron Gate provides no official mod support and does not guarantee that mods will work with 1.0. Consoles have no mod support, and there is no Steam Workshop feature for 1.0. Treat every mod as a compatibility risk: update the server and its dependencies on a copied world first, then test one change at a time. If a mod is essential, keep the pre-1.0 server and save available until the replacement version is confirmed.
Achievements begin tracking when 1.0 is downloaded. Characters and worlds marked as cheated can be blocked from achievements. Later hotfixes added an opt-in devcommand for players who had used devcommands or mods, but that option does not make an untested mod safe or restore achievements automatically. Tell players the achievement policy before granting admin rights or enabling development commands.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.1.0 hotfix issues worth testing
The September hotfix series addressed compatibility after a Nintendo Switch 2 delay and several owner-facing failures. Include these checks in your post-update test:
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- Connect with the exact platforms your group uses and confirm that the server sees the current platform IDs.
- Test a ban and an allowlist entry with a disposable account before relying on old Steam-ID records.
- Enter an area that was unloaded and verify that the server does not crash when the zone is accessed.
- Inspect equipment durability and upgrades around stands; the hotfix notes include item-durability and upgrade-loss cases.
- Operate drawbridges and check collision, especially at shared bases and entrances.
- On a Mac App Store client, verify that the client has received the same patch before diagnosing cross-platform failure.
Patch 1.0.20 also resolves the uncapped-frame-rate server condition linked to v-sync on a client running on the same computer. If you host and play on one machine, watch frame rate and system load after the update rather than assuming the old behavior remains.
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Repair Windows errors before they cause bigger problemsFix Now →Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →Self-hosting or managed hosting?
The 1.0 configuration is manageable at home, but it combines script maintenance, router or relay decisions, permissions, backups and update timing. Self-hosting is appropriate when you can maintain the operating system, preserve copies of the startup scripts and test restores. A managed host can reduce routine administration, but you must verify that it supports Patch 1.0.20, the Crossplay backend, your required player region and downloadable backups before moving a world.
| Factor | Self-hosted server | Managed server |
|---|---|---|
| Administrative effort | You maintain the machine, scripts, firewall and updates. | The provider handles much of the platform maintenance. |
| Backup and restore | Complete control, provided you implement and test it. | Depends on the provider’s export schedule and restore tools. |
| Update timing | You choose when to patch after testing. | Timing and restart windows depend on the service. |
| Mod support | You can stage compatible files yourself, but 1.0 support remains unofficial. | Compatibility depends on the host’s current build and policies. |
| Latency | Depends on your Internet connection and location. | Depends on the provider’s available regions. |
| Cost | Uses hardware and bandwidth you already operate. | Recurring charges vary by resources and location. |
Whichever model you choose, retain an independent copy of the world and a copy of the startup configuration. A hosting dashboard is not a substitute for an export you can open elsewhere.
Quick Recap
A practical 1.0 migration checklist
- Confirm every client and the dedicated server are on the same 1.0 patch; check the Mac App Store exception.
- Choose whether the existing world’s continuity outweighs generating a fresh Deep North.
- Stop the server and create a verified, restorable backup.
- Copy the startup script before Steam updates can reset it.
- Select Steam or Crossplay deliberately and apply the matching networking rules.
- Review
adminlist.txt,bannedlist.txtandpermittedlist.txtusing current platform IDs. - Stage mods on a duplicate world, not on the only production save.
- Test remote joining, saves, backups, permissions and the hotfix scenarios before inviting the full group.
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