Source-reviewed guide

How to Move a Valheim World to a Dedicated Server

Transfer an existing local Valheim world to a Windows, Linux, Docker, or managed dedicated server with a backup-first migration and rollback plan.

Reviewed 2026-08-06

You can use an existing Valheim world on a dedicated server. Iron Gate's server documentation confirms that the -world argument can select an existing named world from the server's active save location.

The safe migration pattern is: stop writes, make two source copies, identify the destination save location, transfer the complete world data, point -world at the exact name, and verify before retiring the original.

Before moving the world

Collect these details first:

DetailWhy it matters
Exact world nameUsed by the destination server's -world argument
Source save typeLocal and cloud-managed client saves require different handling
Destination operating systemDetermines the documented default save root
Destination -savedirOverrides the operating-system default when present
Server versionShould be compatible with the version that last saved the world
Mod list and versionsA modded world may depend on matching server and client components
Networking backendSteam and PlayFab crossplay have different connection tests
Rollback ownerSomeone should know which copy is the untouched source backup

Do not begin the transfer while someone is playing in the world.

Step 1: create an untouched source backup

  1. Ask every player to leave the source world.
  2. Exit Valheim completely so it is no longer writing save data.
  3. Identify the world through the current in-game save-management screen.
  4. If it is cloud-managed, use the game's current save controls to create or move to a local working copy before editing files.
  5. Make one untouched backup and one separate transfer copy.
  6. Label both with the world name, date, source platform, and game version.

The untouched backup is for rollback. Only the transfer copy should be handled during migration.

Cloud synchronization is not a substitute for this copy. Steam warns that developers control cloud behavior and that lost or conflicted data may not be recoverable.

Step 2: identify the destination save root

Iron Gate documents these defaults for the dedicated server:

DestinationDefault save root
Windows%USERPROFILE%\AppData\LocalLow\IronGate\Valheim
Linux~/.config/unity3d/IronGate/Valheim
Official Docker scriptvalheim_server_data volume unless remapped

If the launch line contains -savedir, use that path instead. For a new production server, an explicit dedicated save directory reduces ambiguity and makes backups easier to audit.

The account running the server must be able to read and write the destination. On Linux, copying as an administrator does not automatically give the server service account ownership or permission.

Step 3: stop the destination server

If the destination has already been started:

  1. Stop it with CTRL+C.
  2. Wait for the process to exit.
  3. Back up its current save root and launch configuration.
  4. Confirm that no service manager or hosting panel immediately restarts it.

Never copy a world into a directory that an active server process is writing.

Step 4: transfer the complete world data

Copy the complete set of files belonging to the selected world from the transfer copy into the destination's active save location. Do not choose one file by extension and assume it represents the whole world.

Preserve the original filenames and world name. If a file with the same name already exists on the destination, move the destination copy into its own backup rather than overwriting it without a rollback path.

For a managed host, use its documented world-import or file-management workflow. Before uploading, confirm:

  • where the provider stores active world data;
  • whether the panel expects an archive or individual files;
  • whether the panel changes the configured world name;
  • whether the server is fully stopped during import;
  • how to export the world again if the service is cancelled.

Provider-specific instructions should come from that provider because panel paths and automated restore behavior vary.

Step 5: configure the destination world name

Set the server's -world value to the transferred world's name:

-world "My Existing World"

Check the active save path at the same time:

-savedir "D:\Valheim\Saves"

or on Linux:

-savedir "/srv/valheim/saves"

These are example paths, not universal defaults. Use the server configuration generator to prepare a full launch line.

If the server cannot find the named world in its active save location, it may create a different world. Treat an unexpected fresh spawn or seed as a failed migration and stop before players begin building.

Step 6: start and verify privately

For the first test, keep access limited and use a test port if the production instance still exists elsewhere.

Verify all of the following:

  • the server reaches Game server connected;
  • the expected world and seed load;
  • important bases, portals, storage, and progression are present;
  • the in-game day and recent changes are plausible;
  • the server can save and restart without losing the verification changes;
  • administrator and allowlist behavior is correct;
  • one intended client can join through the selected backend;
  • mods and world modifiers match the planned configuration.

After the save-and-restart test passes, take a new post-migration backup. Keep the original source backup until the group has used the destination successfully for several sessions.

Windows-to-Linux migration checks

The world data can be transferred between server operating systems, but the surrounding configuration is not portable as-is.

  • Replace Windows paths with Linux paths.
  • Use the Linux executable and launch script.
  • Confirm the server account owns or can write the save directory.
  • Preserve the world name exactly in -world.
  • Recreate firewall rules on the destination host.
  • Reinstall compatible mods for the Linux server rather than copying an entire Windows application directory.
  • Record any service-manager configuration separately from the world backup.

The world data and the server application serve different purposes. Copy the world; install the current server application for the destination platform.

Moving a world before Valheim 1.0

Iron Gate says existing saves remain usable in Valheim 1.0, but biome generation works properly only in unexplored areas and the studio recommends starting over for the best experience.

If migrating an established world for 1.0:

  1. preserve a final pre-1.0 source backup;
  2. decide whether this server will keep the established world or start fresh;
  3. avoid treating migration as a way to regenerate already explored Deep North terrain;
  4. record mods and world modifiers that may affect compatibility or achievements;
  5. do not discard the old host until the 1.0 server has saved and restarted successfully.

Use existing world versus new world for that separate decision.

Crossplay after migration

World migration does not automatically enable crossplay. Add -crossplay to use the PlayFab backend.

With crossplay enabled:

  • supported platforms can join;
  • outside access does not require port forwarding through the PlayFab relay;
  • players can use a public address and port, join code, or server list;
  • local and loopback addresses do not work for a PlayFab crossplay connection.

Without -crossplay, the server uses the Steam backend and only Steam users can see and join it. See the crossplay guide.

Rollback plan

If verification fails:

  1. stop the destination server;
  2. preserve the failed destination state for diagnosis;
  3. do not open the untouched source backup with a different game version;
  4. restore the destination's pre-migration state if it previously hosted another world;
  5. return players to the original host only if it has not diverged from the backup;
  6. resolve the world name, save path, permission, version, or mod mismatch before retrying with a fresh transfer copy.

Do not alternate play between two writable copies of the same world. Once the migration is accepted, designate one authoritative server.

Migration checklist

Interactive migration tool

World migration checklist

Check each control as you complete it. Progress stays in this browser tab and is not uploaded or stored.

0/12 complete

0% complete — do not retire the source world yet.

Common migration failures

A new empty world loads

The requested world was not found. Recheck -world, -savedir, the destination path, and the transferred file set.

The correct world loads but cannot save

Check free space and destination permissions. On Linux, confirm the service account—not only the administrator—can write to the save location.

The world is older than expected

The transfer copy may have come from a stale or cloud-synchronized location. Return to the in-game save manager and the untouched source environment before choosing another copy.

Players cannot find the migrated server

World transfer and networking are separate. Confirm backend, visibility, ports, version, and join method with the server-not-showing guide.

Official sources

Next: generate the destination launch configuration or troubleshoot a missing server.

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