RE:NODE

Renting a Valheim server: what to check before you pay

By RE:NODE Team
18 min read


To rent a Valheim server sensibly you need to check six things, and the headline price is not one of them: enough memory for the world you will have in three months rather than the one you have today (2 GB for up to three players on a fresh world, 4 GB for a full group of ten, 6-8 GB once BepInEx mods arrive), a location your whole group can reach in under about 80 ms, full file access so you can upload your world and take it away again, a way to run BepInEx, backups that live somewhere other than the server's own disk, and crossplay you can switch on yourself. Valheim is a cheap game to host - a correct plan for most groups costs about the same as a takeaway coffee each a month - so the expensive mistakes are rarely about money. They are a host in the wrong country, a plan sold by player slots, and a world you cannot get back out. This post goes through each check, what the listing usually hides, and how to test a server in its first hour while a refund is still easy to ask for.

What you are actually renting#

A rented Valheim server is the free dedicated server application (valheim_server, Steam app id 896660) running on somebody else's hardware, with a control panel in front of it. It is the same program you could run at home, loading the same two world files. Nothing about it is proprietary, and that is the first thing worth holding on to: any host that makes the world feel like it belongs to them is selling you something the game does not require.

What you pay for is the rest: a machine that is always on, a data-centre connection instead of your home upload, a public address with the ports already open, and a panel that turns launch arguments into form fields. Whether that is worth a monthly fee is the question in Valheim: hosting from your own PC vs a rented server, which covers upload speed, CGNAT, electricity and IP exposure in detail. This post assumes you have decided to rent and want to avoid buying the wrong thing.

Two facts about Valheim shape every check that follows. The server holds the entire world in memory and grows with it, so the plan that fits today will not fit forever. And the server does not simulate the world on its own: each zone is simulated by the first player who walks into it, which means the latency between your players and the server matters more than any CPU figure on the listing.

RAM and CPU: sizing the plan by players and world age#

Memory is the number that matters, and the right figure depends more on the world than on the head count. A Valheim server loads every object in the world - each tree, rock, building piece, chest and patch of flattened ground - and keeps all of it in memory whether anybody is near it or not.

Group and worldRAMCPU
1-3 players, new world2 GB1 core
4-6 players, several bases3-4 GB1.5-2 cores
7-10 players, mapped world4-6 GB2 cores
Modded, 10+ BepInEx mods6-8 GB2+ cores

The way to use the table when renting: pick the row you expect to be in after a few months, not the row you are in on day one. A group of four in its first week runs happily on 2 GB; the same group with a terraformed hilltop base and half the map explored may not. The practical test is the world file. A .db under about 50 MB sits comfortably in 2-3 GB, 50-150 MB wants 4 GB, and past 200 MB the world deserves 6 GB. The full reasoning, including why terraforming costs more than players, is in how much RAM a Valheim server needs.

CPU is where listings are least honest, because "vCPU" can mean almost anything. What you want to know is whether the figure is a guaranteed share of a core or a "burst" figure that disappears when the machine is busy. Valheim's main loop leans on one thread, so a guaranteed 1.5 cores on a fast processor beats four shared cores on an old one. Ask the host two questions: is the CPU a hard limit or a burstable one, and can you see your usage against that limit on a graph? If the answer to the second is no, you will never be able to tell a CPU problem from a network one. Valheim server CPU and disk sizing explains what the server does with each core.

Disk is rarely the constraint. The server installs at about 2 GB, a long-lived world is 20-150 MB, and the backups beside it multiply that by however many you keep. 15 GB is plenty for vanilla; a modded server with a large pack and several backups is comfortable in 30 GB. Do check that the storage is SSD or NVMe, because a slow disk makes the periodic save freeze longer for everybody.

On RE:NODE the Valheim ladder runs from 2 GB with 1 vCPU up to 8 GB with 3 vCPU, all on NVMe. CPU is a hard throttle to the share you bought, measured in percent of one core, and the console shows memory, CPU and disk graphs against those limits - which is the graph you want from any host.

Player slots and the ten-player cap#

A surprising number of Valheim listings are priced per player slot, and that is the first pricing trap. Valheim's dedicated server accepts at most 10 players. The limit is in the game, not in the host's software, and only mods raise it. A plan advertising "20 slots" on a vanilla server is advertising nothing; a plan priced at so much per slot is charging you for a number that does not change what the server needs.

What a server needs is memory and a steady core, and those are set by the world, not by the slot count. Four people with a sprawling base need more than eight people in their first week. Per-slot pricing also tends to put the useful parts - more memory, mod support, more backups - behind a slot count you would never reach. If a host sells by slots, find out how much memory each slot tier actually gets, and compare on that.

If your group really is larger than ten, the honest answer is that Valheim was not built for it. Server-side mods can raise the cap, but enemy scaling and network load were tuned around ten, and past about fifteen players most groups find the trouble outweighs the company. The Valheim player limit and larger groups goes through what changes.

Location and ping: test before you pay#

Location is the check that cannot be fixed after purchase. You can upgrade memory with a click; you cannot move a server's distance from your players. For Valheim this matters more than usual because of zone ownership: the player who owns a zone sends its state through the server to everyone else, so a slow path between that player and the server becomes everybody's rubber-banding.

As a guide, a survival game like Valheim feels comfortable below about 80 ms of round trip, playable up to about 150 ms, and frustrating beyond that. Distance sets a floor of roughly 1 ms of round trip per 100 km of fibre, and routing adds the rest. Game server ping by region has the figures from a European data centre to every part of the world.

Before paying, ask the host for a test address in the location you would be placed in, and have every member of the group measure it from home:

bash
# Windows, macOS or Linux: 20 round trips, look at the average and the worst$ ping -n 20 203.0.113.10      # Windows$ ping -c 20 203.0.113.10      # macOS and Linux# Linux or macOS: shows where along the route latency or loss appears$ mtr -rwc 50 203.0.113.10

Read the result for the group, not for one person. The figure that matters is the worst player's, because they will own zones too. Look at the spread as well as the average: a steady 60 ms is better than an average of 40 that jumps to 200, and a few percent of packet loss is worse than either. Latency, jitter and packet loss explains how to read those three numbers.

A host with a single location is not a bad host; it is a host for players near that location. RE:NODE runs in one place, Germany, which gives most of Europe a round trip well inside the comfortable band and is a long way from the Americas and Asia. A group split across continents should put the server near the majority, or near the middle, and accept that somebody pays for the distance.

World upload, file access and getting your world back out#

Most groups renting a server already have a world: one hosted in-game, or one somebody played alone for a while. Moving it is simple in principle - stop the server, upload Name.fwl and Name.db into the server's worlds_local folder, set the world name to match, start it - and the full walkthrough is in how to upload a Valheim save to a dedicated server. What decides whether it is simple in practice is the access the host gives you.

What to check:

  1. SFTP access, with credentials you can put in any client. A web file manager is convenient for editing adminlist.txt; SFTP is what you want for moving files reliably and for downloading the whole save folder.
  2. Control of the world name. The -world argument has to be something you can set, or you cannot load an uploaded world. A host that only lets you pick from its own list of worlds is a problem.
  3. Access to the list files: adminlist.txt, bannedlist.txt and permittedlist.txt live in the save directory and are re-read while the server runs. If you cannot edit them, you cannot make yourself an admin.
  4. Download of everything. Before you rely on a host, download the world and the backups once. The day you want to leave is a bad day to discover the files are locked inside a panel.

That last point is the lock-in check, and it costs nothing to do. A Valheim world is portable by design: two files, no account data, no host-specific format. Characters are not even part of it - they live on each player's own machine, which is why nobody loses gear when a world moves. Any host can hold your world hostage only if it hides the files.

On RE:NODE every server has its own SFTP credentials and an in-browser file manager, the world name is a field on the Startup tab, and backups can be downloaded as well as restored.

Mods: what BepInEx support really means#

"Mod support" on a listing can mean three different things, and only one of them is useful for Valheim.

Valheim mods run on BepInEx. On a server that means the BepInExPack for Valheim unpacked into the server's root folder - a BepInEx directory, doorstop_libs and a start_server_bepinex.sh script that has to replace the normal start command. Mods are .dll files in BepInEx/plugins, and their settings appear in BepInEx/config after the first start. For that to work on a rented server, you need three things:

  • A way to start the server through BepInEx. Either a toggle or startup option provided by the host, or the ability to change the start command yourself. Without this, uploaded mods simply never load.
  • Write access to the `BepInEx` folder, both plugins and config, over SFTP or the file manager. Config files are where most of the real work of running a modded server happens.
  • Readable logs. BepInEx/LogOutput.log is where a broken mod announces itself. If you cannot read it, you are debugging blind.

The other two things "mod support" sometimes means are a one-click installer with a short list of approved mods, and nothing at all beyond permission to upload files. A curated installer is fine if every mod you want is on it, and a trap if one is not. Ask whether you can install any mod from Thunderstore, not only the ones in the menu.

Two more questions belong here. Can you turn off automatic game updates? Every Valheim patch breaks some BepInEx mods until their authors catch up, and a modded server that updates itself on patch day is a server nobody can join until the mods do. And is the plan big enough? A content-heavy modpack wants 6-8 GB, and some hosts' Valheim ladders stop at 4. Valheim mods with BepInEx on a server covers the install, the server-side and client-side split, and the patch-day routine.

On RE:NODE mods are uploaded through the file manager or SFTP, with no approved list to stay inside, and the Valheim plans go up to 8 GB. There is no one-click mod installer; you bring the files.

Backups, saves and the clean stop#

This is the section that decides whether the world is still there next year, and it is where cheap hosting most often cuts corners.

Valheim writes the world to disk on a timer, every -saveinterval seconds - 1800 by default, thirty minutes. Anything that ends the process without a save throws away everything since the last one. So the first thing to check is how the panel's Stop and Restart buttons behave. A clean stop sends the server a shutdown signal, Valheim saves, then exits. A kill ends the process at once and loses up to a full interval. Test it once: build something, press Restart, and see whether it is there afterwards. Then check that you can change -saveinterval yourself; 600 is the right value for most groups.

The second check is where backups live. Valheim's own -backups setting keeps copies beside the world, on the same disk. They protect against a corrupt save and nothing else - not a deleted server, not a disk failure, not somebody overwriting the world through the file manager. What you want from a host is:

QuestionGood answer
Where are backups stored?Off the machine they protect
How do I restore one?A button, without a support ticket
Can I download a backup?Yes, as a normal archive
Can I schedule them?Yes, at a time nobody plays
Are backups an add-on?Included in the plan

Paid backups are one of the quieter pricing traps. A plan that looks a dollar cheaper and charges extra for backup slots is not cheaper, and a plan with no backups at all is a plan where one mistake ends the world. The full routine for corrupt worlds and restores is in Valheim server backups and world corruption.

On RE:NODE every Valheim plan includes two backup slots, stored off the machine, restored with one button and downloadable; Stop and Restart save the world first; and the Schedules tab can run a daily backup and a weekly restart. A backup nobody has restored is a hypothesis, so restore one in the first week while the stakes are low.

Crossplay: Xbox and Game Pass players#

If anyone in the group plays on Xbox or the Microsoft Store / Game Pass version on PC, the server needs the -crossplay flag. With it, players join with a six-digit code printed in the server log at startup, and traffic is relayed through PlayFab rather than sent straight to the game port. The code changes on every restart.

What to check on a rented server:

  • Can you switch crossplay on and off yourself? It should be a field on the startup settings. Some hosts treat it as a premium feature; it is one launch argument.
  • Can you see the join code? It appears in the console output. If the panel hides the console, the Xbox players have no way in.
  • Does the host understand the trade-offs? Crossplay adds a relay hop, and players are identified by platform-prefixed IDs such as Steam_76561198012345678 or Xbox_..., which changes what goes in adminlist.txt.

Crossplay and mods also pull against each other. Console players cannot install mods, so a server that needs client-side mods is a PC-only server whatever the flag says. If your group has an Xbox player, decide that before you pick a modpack. Valheim crossplay and Xbox players goes through join codes, IDs and the version-mismatch problems after a patch.

RE:NODE's Valheim servers ship with crossplay already on and show the join code in the live console; turning it off is a Startup tab change and a restart.

Pricing traps to look for#

Most Valheim hosts are honest. The traps are in the parts of the listing nobody reads. In rough order of how often they cost people money:

  • Introductory prices. A low first month that renews at a higher rate. Look for the renewal price, not the checkout price.
  • Long prepay without a refund path. A twelve-month term is cheaper per month, and fine once you know the host is right for you. Buy one month first, run the checks in this post, then commit. Find out how refunds work - a button, a ticket, or not at all - before you need one.
  • Per-slot pricing, covered above. Compare on memory instead.
  • Extras that should be included: backups, SFTP, a dedicated port, mod support, crossplay, changing the world. Each is small; together they can double the bill.
  • "Unlimited" anything. Memory, CPU and bandwidth are all finite. Unlimited usually means undisclosed, and undisclosed usually means shared with whoever else is on the machine.
  • Plan changes that rebuild the server. Upgrading should change the limits on the server you have, not create a new one you then have to move your world to.
  • Setup fees and region surcharges. Rare for Valheim, but they appear.

The general version of this list, with questions to send a host before buying, is in how to choose game server hosting. For the cheapest working setups across games, see the cheapest way to host a server for friends.

Renting vs hosting at home: the honest version#

Renting is not always the right answer, and it is worth saying so. A group of two or three who always play together can host from inside the game for nothing. A household with a spare low-power machine, a real public IP address and 10 Mbit/s or more of upload can run the same dedicated server at home and pay only for electricity - often less than a small rented plan.

Renting earns its fee when one of these is true: you are behind carrier-grade NAT and cannot open a port; your upload is weak; the group plays at different times and needs the world on when the host's PC is off; the group is five or more; or nobody wants to be the person who restarts the server at midnight. A rented server also keeps your home address out of the hands of everyone who joins. Those trade-offs, with the numbers, are in the home vs rented comparison; if you would rather run the whole machine yourself, a Valheim server on a VPS is the middle option.

The first hour after you pay#

Most of the checks above can only be confirmed on a running server, so do them straight away, while asking for a refund is still a simple conversation:

  1. Check the address and ping against your test from before. Have the farthest player join and stand still for a minute.
  2. Join by IP at address:2456 from a Steam client, and by join code from an Xbox or Game Pass player if you have one.
  3. Upload your world, set the world name and watch the log for Load world: Name. If the log says it is generating a new world, the name does not match.
  4. Add yourself to `adminlist.txt` using the ID from the server log, and confirm the console accepts save.
  5. Test a clean restart: place a workbench, press Restart, and check it survived.
  6. Take a backup, then restore it. Then download one to your own machine.
  7. Watch the memory graph for the first evening of real play. If it already sits near the limit, the plan is too small for the world you uploaded.

If all seven pass, the host is doing its job and a longer term is safe. If two of them fail, you have learned that for the price of one month.

FAQ#

How much does it cost to rent a Valheim server?

For most groups, a few dollars a month. A 2 GB plan suits up to three players on a new world, and a 4 GB plan suits a full group of ten on an established one. Modded servers cost more because they need 6-8 GB. Paying for more than the world needs does not make it run better.

Is a rented Valheim server better than a server at home?

It is steadier rather than faster. A data-centre connection does not slow down when somebody at home starts streaming, and the server does not stop when a PC is turned off. Lag caused by one player on a poor connection owning a zone happens on any server, wherever it runs.

Can I move my world to another host later?

Yes, if the host lets you download your files. A world is two files, Name.fwl and Name.db, and moves between hosts exactly as it moves from a PC to a server. Download it once in the first week to make sure you can.

Do I need a bigger plan for crossplay?

No. Crossplay relays traffic through PlayFab and adds a little latency, but it does not meaningfully change memory or CPU use. Size the plan for the world and the mods, not for the platforms.

Can I run mods on any rented Valheim server?

Only if the host lets you start the server through BepInEx and write to the BepInEx folder. Check both before buying, along with whether you can stop automatic updates, which break mods on patch day.

What should I do if the server is in the wrong location?

Ask for it to be moved or refunded straight away. Location cannot be fixed by upgrading, and the worst-connected player's latency affects everybody near them because of how Valheim assigns zones.