
Manual-first Windows server guide
How to Host a 7 Days to Die Dedicated Server on Windows
Build a restorable 7 Days to Die server around its paired save and generated-world data, then choose deliberately between a flexible PC server and the stricter eight-player, mod-free console cross-platform profile.
A random generated world is not contained entirely inside its save, so migration and recovery must preserve both the save and its matching GeneratedWorlds directory. Current PS5 and Xbox Series cross-platform hosting also changes the rules: it requires the stable branch, EAC/EOS-compatible settings, a maximum of eight players, and no third-party mods.
Steam application
App ID 294420
Valve's dedicated-server guide uses the anonymous SteamCMD application for installation and updates.
Active configuration
Owner copy of serverconfig.xml
Launch with -configfile= so Steam validation can refresh vendor samples without becoming the owner of the live configuration.
Player ports
TCP 26900 and UDP 26900-26903
Use the standard baseline unless the XML deliberately assigns another base port; firewall and router rules must match the live values.
Console-compatible profile
Eight players, stable, EAC enabled, no third-party mods
The current cross-platform rules are narrower than a normal PC-only dedicated-server configuration.
Complete world unit
Save plus its generated world
A random generated map must travel with the save that references it; copying only Saves can produce an apparent missing world.
Protect the server first: Before an update, XML change, import, or recovery, run the native world save and clean shutdown, then copy the active configuration, save, generated world, permissions, and mods as one dated set.
Size the host before downloading
PC and capacity guidance
The Steam page publishes product-level CPU, memory, and storage figures rather than a capacity guarantee for every dedicated world. These profiles are conservative editorial starting points and should be replaced by measurements from the intended world and player load.
| Profile | Players | Memory | Processor | Storage |
|---|---|---|---|---|
| Small private server Conservative starting point | 2-8 players | 16 GB total host RAM starting point | Four modern CPU cores available to the server workload | SSD with space for the install, generated worlds, logs, and several backups |
| Host and play on one PC Conservative starting point | Small group | 32 GB total system RAM starting point | Modern desktop CPU with headroom for both client and server | SSD; keep external backup capacity outside the installation |
Windows setup
Install a clean server and keep user data separate
SteamCMD owns replaceable binaries; your XML, save, generated map, permissions, and mods are the durable server. Establish that boundary before the first public session.
- 1
Install the anonymous dedicated application
Choose a fixed server folder and let SteamCMD install and validate the official dedicated application.
steamcmd +login anonymous +force_install_dir <server-folder> +app_update 294420 validate +quit - 2
Create an owner-controlled configuration
Copy the shipped XML, give the copy a clear owner name, and set a unique server/save/world identity and data paths.
Do not put a real password in a screenshot or public support archive.
- 3
Launch the selected XML
Start from the installation root, pass the exact configuration filename, and wait for world/network readiness in the log.
7DaysToDieServer.exe -configfile=gwg-serverconfig.xml -quit -batchmode -nographics - 4
Prove save and join behavior
Join on the LAN, make a harmless state change, run saveworld and native shutdown, restart, and confirm the same world before forwarding ports.
Mode decision
Choose PC flexibility or console-compatible cross-platform play
A PC-only modded server and a PS5/Xbox-compatible server are not the same profile. Make the audience decision before creating a long-lived world.
- 1
Use the current stable branch
Align server and client builds and avoid experimental branches for the reviewed console-compatible path.
- 2
Apply the current crossplay gates
Enable crossplay and EAC, retain EOS sanctions, cap the server at eight players, and use only console-compatible settings.
- 3
Keep third-party mods out of this profile
Use a separate PC-only profile if mods or unsupported values are required; do not silently make console discovery impossible.
- Cross-platform requirements can change after a major release; recheck the live publisher page before publishing or shipping a preset.
Migration
Import a world without separating it from its map
A provider archive is trustworthy only after its active XML, save name, world name, generated map, permissions, and mods have been inventoried.
- 1
Freeze the source
Run saveworld, issue native shutdown, and record the source build, branch, save, world, data paths, and mod list.
- 2
Install fresh binaries
Use App ID 294420 on the destination rather than importing provider executables or wrappers.
- 3
Restore the complete identity
Copy the active XML, save, matching generated world, permissions, and compatible mods into explicit destination paths.
Stop if the expected world does not appear; repeated starts can create misleading new state.
Keep every layer consistent
Ports, firewall, and router setup
Open only the services your 7 Days to Die server actually uses. The game process, Windows Firewall rule, router forward, and player join address must all agree on the same port and protocol.
| Port | Protocol | Purpose | Exposure | Notes |
|---|---|---|---|---|
| 26900 | TCP | Standard dedicated-server player/network baseline | Internet playersRequired for this use | Forward to the server PC's reserved LAN address only when outside joins are required.[valve-server-guide] |
| 26900-26903 | UDP | Game, Steam/EOS discovery, and session traffic baseline | Internet playersRequired for this use | Use the configured range rather than opening a much broader block from an old guide.[valve-server-guide] |
| Configured Telnet port | TCP | Optional remote console for save and administration | Optional administrationOptional | Keep Telnet on a LAN or private management path; it is not a player port.[valve-server-guide] |
Never expose an administration or RCON port merely so players can join. Keep remote administration private whenever possible, use a strong unique credential, and confirm the game's own security model before forwarding it.
Know what must survive a reinstall
Files, worlds, and configuration
| File or folder | Purpose | Backup | Notes |
|---|---|---|---|
| <install>/serverconfig.xml or an owner-named copy | Server identity, world, save, networking, access, and gameplay settings | Critical | Record the exact file supplied through -configfile=; editing an unused sample does nothing.[valve-server-guide] |
| <SaveGameFolder>/<save> | World and player progress selected by the active XML | Critical | Stop the server before copying this tree.[valve-server-guide] |
| <generated-worlds>/<world> | Random generated map referenced by the save | Critical | Stock maps do not need a user-generated map copy, but random generated worlds do.[valve-server-guide] |
| serveradmin.xml | Administrator identities and permission levels | Critical | Treat platform identifiers and privileges as private data.[valve-server-guide] |
| Mods | PC server mod packages and configuration | Recommended | Third-party mods are incompatible with the current console cross-platform profile.[crossplay-requirements] |
| Setting or file | Location | What it controls | Restart? |
|---|---|---|---|
ServerNameMy 7 Days Server | Active server XML | Distinct server-list identity[valve-server-guide] | Yes |
SaveGameFolderD:/GameServers/7DTD/Saves | Active server XML | Places durable save data outside replaceable binaries[valve-server-guide] | Yes |
ServerAllowCrossplaytrue | Active server XML | Enables the current console-compatible cross-platform mode[crossplay-requirements][staff-crossplay] | Yes |
EACEnabledtrue | Active server XML | Required protection for the reviewed cross-platform profile[crossplay-requirements][staff-crossplay] | Yes |
ServerMaxPlayerCount8 | Active server XML | Sets the player ceiling; cross-platform mode is limited to eight[crossplay-requirements] | Yes |
Avoid incompatible clients and unsafe shortcuts
Players, mods, and administration
Cross-play and editions
Current cross-platform hosting can join PC, PS5, and Xbox Series players, but it is a restricted server profile rather than an automatic property of every dedicated server.
- Use the current stable matching server/client build.
- Enable ServerAllowCrossplay and EAC, and do not ignore EOS sanctions.
- Cap the server at eight players and keep settings console-compatible.
- Remove third-party/non-bundled mods from the cross-platform profile.
Mods and extensions
PC servers can use a Mods directory, but every mod must match the current build and the reviewed console-compatible profile permits no third-party mods.
- Record mod names, versions, load requirements, and client dependencies with every backup.
- Use a copied world and a vanilla boot when isolating an update failure.
- Do not remove a data-bearing mod from the only production world and save over it.
Administration
Use serveradmin.xml and the native console for ordinary control; if Telnet is enabled for automation, keep it private and protect it with a unique credential.
- Issue saveworld and confirm completion before native shutdown.
- Treat serveradmin.xml, Telnet credentials, platform IDs, and logs as private.
- Do not forward a Telnet or web-management port merely because player ports are public.
Preserve a return path before maintenance
Updates, backups, and rollback
Update without gambling the world
An update is safe only when a stopped full snapshot exists and the refreshed XML schema, world, branch, and mods are validated together; Steam validation is not a historic rollback service.
- 1
Record and stop
Record build/branch, XML, save/world names, and mods; run saveworld and native shutdown.
- 2
Snapshot the whole identity
Copy configuration, save, generated world, permissions, and mods outside the install tree.
- 3
Update official files
Run SteamCMD validation, compare the new sample XML, then test save/restart/LAN before WAN or console clients return.
steamcmd +login anonymous +app_update 294420 validate +quit - 4
Rollback only to a compatible recorded set
Use a currently exposed publisher branch/depot plus its matching full snapshot; never open the only pre-update world in newer binaries.
Back up and prove the restore path
The restorable unit is the active XML, save, matching generated world, permissions, and mods captured after the native process exits.
- 1
Create a consistent snapshot
Warn players, run saveworld, issue native shutdown, wait for exit, and copy the complete unit to a dated external folder.
- 2
Preserve the current incident state
Before restoring, quarantine the unexpected current data rather than deleting it.
- 3
Restore matching components
Replace the save and generated map from the same timestamp, then verify the XML still selects their names and paths.
- 4
Prove recovery privately
Start without public players, inspect logs, join, save, restart, and only then reopen the server.
Diagnose before reinstalling
Common 7 Days to Die server problems
PS5 or Xbox cannot join the server
What players see
PC joining works, but console players cannot discover or enter the dedicated server.
Likely cause
One or more crossplay gates—stable build, EAC/EOS, eight-player cap, settings, or mod-free state—does not match the current rules.
- 1.Preserve the active XML and logs, then compare every current official crossplay requirement.
- 2.Test a copied, stable, EAC-enabled, mod-free profile before changing the production world.
Random generated world is missing after migration
What players see
The server creates or selects a different world after a host move or restore.
Likely cause
The save was copied without its matching GeneratedWorlds directory, or the XML world/save identity changed.
- 1.Stop immediately and quarantine the newly created state.
- 2.Restore the save and generated map from one snapshot, then verify the XML names and paths.
Server settings reset or stopped applying after an update
What players see
The server starts with defaults or ignores values that worked before validation.
Likely cause
The live file was vendor-owned, the wrong -configfile path is active, or a property changed in the new schema.
- 1.Stop and preserve both current and pre-update XML files.
- 2.Compare the fresh sample against the owner-named active XML one property at a time.
Every focused 7 Days to Die troubleshooting guide
Evidence stays visible
Sources and verification
Technical behavior changes with server builds. These are the references reviewed for this guide. Official documentation wins if a later patch changes a path, port, command, or compatibility rule.
[valve-server-guide] Valve Developer Community contributors
7 Days to Die Dedicated Server ↗Reviewed 2026-08-30 · Community or project reference
[crossplay-requirements] The Fun Pimps
Crossplay server requirements ↗Reviewed 2026-08-30 · Official documentation
[staff-crossplay] The Fun Pimps community staff
Dedicated server cross-platform configuration clarification ↗Reviewed 2026-08-30 · Community or project reference
[steam-store] The Fun Pimps / Steam
7 Days to Die Steam product requirements ↗Reviewed 2026-08-30 · Official documentation
Keep learning
Related guides
Fix console crossplay joins
Audit stable build, EAC/EOS, the eight-player cap, settings, and mods without risking the world.
Open guide →
Recover a missing generated world
Reconnect a save to its matching random generated map after import or restore.
Open guide →
Repair settings after an update
Restore the active XML path and merge changed properties safely.
Open guide →