The server tool ships free with the game and is Windows only for now. Config fields, UDP port 15637, user groups and the new Automatic enemy scaling.
Enshrouded Dedicated Server Setup: Permissions, Ports and Settings in 1.0
Quick answer: the dedicated server is not a separate purchase and not a separate download. It arrives as a second Steam entry under Tools when you own Enshrouded, and the whole configuration is one JSON file next to the executable. The single port you almost always have to open is UDP 15637, the default queryPort. The part people get wrong in 1.0 is permissions, because the two hosting styles now diverge: an in-game host sets one password that fixes the default permission level for every player who joins and can promote or demote a named character afterwards, while a dedicated server keeps the older user group model with one password per group and cannot change anyone's level while it is running.
- The server binary is documented for Windows only. Linux hosting means running the Windows server under a compatibility layer.
slotCountgoes up to 16, and Keen's FAQ puts an idle server process at roughly 4.4 GB of RAM with up to 100 MB extra per connected player.- World progression is stored on the server. Character progression is stored on each player's own machine.
- Enemy amount now has an Automatic option that scales with the party actually standing nearby, so a solo visitor does not get a crowd sized for eight.

Hosted co-op versus a dedicated server
Hosting from inside the game and running the standalone server look similar for the first ten minutes and then stop resembling each other. An in-game session lives on the host's PC, pauses or ends when that PC does, and is configured from the Host Settings menu. A dedicated server is its own process on its own machine, stays up while everyone is offline, and is configured by editing a file before it starts.
| In-game hosted session | Dedicated server | |
|---|---|---|
| Where the world lives | Host machine | Server machine |
| Stays up with nobody online | No | Yes |
| Configured from | Host Settings menu in game | enshrouded_server.json |
| Player permissions | One default password, then per-player changes | User groups, one password each |
| Can change a player's level mid-session | Yes, from the social menu | No, while the server is running |
| Max slots | 16 in a world | slotCount, up to 16 |
The 16 figure is the world limit. A peer-to-peer session tends to fill up faster in practice because a home connection is serving the world, and Keen's own config notes say straight out that every slot costs performance, so lowering slotCount is the first lever if the machine is struggling.
Official source: Dedicated Server Installation on Steam - the server unlocks in the Steam Tools list, and running the executable once creates
enshrouded_server.json.
Installing and first-run configuration
- In the Steam library, enable the Tools filter. Enshrouded Dedicated Server appears there once you own the game.
- Right-click it, open Properties, go to Installed Files, and use Browse to find the folder. Launch the executable directly instead of using Steam's Launch button, which Keen explicitly recommends against.
- Running it once writes
enshrouded_server.jsonnext to the executable. Stop the process, edit the file in any text editor, and start it again.
The generated file is small. These are the fields that matter on day one.
| Field | Default | What it does |
|---|---|---|
name |
Enshrouded Server | Name shown in the server browser for everyone |
slotCount |
16 | Player slots, and the main performance lever |
queryPort |
15637 | The port to open in the firewall and forward |
ip |
0.0.0.0 | Bind address, change only for unusual network setups |
saveDirectory |
./savegame | Where world saves land |
logDirectory |
./logs | Logs, with older ones archived under ./logs/backup |
gameSettingsPreset |
Default | Difficulty preset, see below |
voiceChatMode |
Proximity | Proximity or global voice chat |
enableVoiceChat / enableTextChat |
false | Both are off out of the box |
Steam's own required ports matter as well, not just 15637, because the server registers with Steam for the browser listing. If the server never appears in the in-game list, that registration is usually the reason rather than the game port.
Keen's installation page states that only Windows is supported for now and that Linux support is planned for later. Community Docker images work, but they run the Windows server through a compatibility layer, so update problems land on you instead of on the game.
Permissions in 1.0: two different models
This is the change worth reading twice, because 1.0 altered only one half of it.
In-game hosting. The host now defines the default permission level for every joining player with a single password. After that, each player character can be promoted or demoted individually, and that individual level sticks when the character leaves and rejoins. Admins and hosts can change anyone's role from the social menu at any point during a session.
Dedicated servers. User groups with their own passwords still work exactly as before, and promoting or demoting players while playing on the server is not possible. You change permissions by editing a group, restarting, and handing out the matching password.
The practical consequence: on a dedicated server, permission is decided before anybody connects, not during the session.
Official source: Server Roles Configuration - hosts define a default level with one password; dedicated servers keep user groups, and promoting or demoting is not possible while playing on the server.
Reading the user groups block
A freshly generated dedicated config ships with three example groups. The permission names are self-explanatory once you see the shape:
canKickBan- remove players and ban them.canAccessInventories- open chests, containers and workstations in other players' bases.canEditBase- add or remove props and voxels inside a base.canExtendBase- grow a base's build area.reservedSlots- slots kept free for this group even when the lobby looks full.
Note that every group, whatever its permissions, has full access to the open world outside player bases: combat, gathering, digging, quests. The restrictions are about other people's property, not about what a player may do in Embervale.
Passwords are randomised by default so a fresh server is not wide open. If a group is enabled but its password is left empty, anyone can join at that group's level, which is a real configuration and a real mistake depending on which group it is. Reserved slots are the neat trick for a friend group: keep one or two for the admin group and the lobby reads as full for guests when demand spikes.
Enemy amount and the Automatic option
Keen's server settings page lists the enemy amount control with four values: Few, Normal, Many and Extreme. The 1.0 changelog adds a fifth, Automatic, which scales spawns to the size of the party actually playing in the vicinity. Players elsewhere in Embervale are not counted.
That distinction is the point. Under a fixed setting, four players in a world of sixteen all get encounters tuned for one number, which is wrong for both the pair farming a camp and the solo player mapping the far edges. Automatic is the setting to pick for an open community server; keep a fixed value if you run a tight group and want a predictable baseline from a server preset.
Automatic also only counts a player as part of a party when they are near. Two rooms away is the same as offline for encounter sizing.
World settings worth changing first
The difficulty preset is chosen with gameSettingsPreset, and the full list of individual values only unlocks under Custom.
| Preset | What it does |
|---|---|
| Default | Everything at baseline; the continuation of how the game played before, recommended for first-time players |
| Relaxed | Fewer enemies, more resources and loot; aimed at building-focused groups |
| Hard | More enemies, more aggressive |
| Survival | Aggressive enemies plus extra survival mechanics |
| Custom | Exposes the long list of individual values |
Under Custom, the ones that visibly change a long-running co-op world are the Shroud time factor, weapon durability, and the tombstone mode, which decides whether a death drops only materials or the whole backpack. The default tombstone setting loses only materials and stores them in a recoverable tombstone. Day and night length are also here, entered in nanoseconds and displayed in minutes in game.
Official source: Server Gameplay Settings - the preset names, the Custom-only value list and the individual ranges.
Two cautions about that page. It is written against an earlier server build and its own footer says version 0.9.0.0, so treat the presence of a field as reliable and the exact list as one patch behind. It also says a malformed value can stop the server from booting and that the offending entry is printed in the console window, which is the fastest place to look after an edit that will not start.
Keeping a long-lived world healthy
The world save is a folder, not a single file, and it is built for rollback. Each world keeps ten numbered rolling copies, and the accompanying index file records which one is active under a field called latest. Editing that number from 0 to 9 in a text editor moves the world back to an earlier copy. Copy the whole save folder before touching anything.
Sizes are manageable. Keen's FAQ describes a world save between 1 MB and 100 MB, small at the start and closer to the ceiling once a world holds several large bases. Budget about 30 GB of free disk for the server installation itself, since the uncompressed server files are around 13 GB. The same FAQ puts an idle process near 4.4 GB of RAM and up to 100 MB per additional player, with a recommendation to stay under 6 GB in total. That is the number to cite when someone asks whether the machine can hold sixteen players.
On the update side, both launch-window hotfixes touched server-adjacent stability. Hotfix 1.0.0.2 fixed a crash that could hit the server when fighting a very large number of enemies, several water simulation crashes, and a crash tied to fast travel or gliding in worlds with many entities. If your world has been running since Early Access and has a lot of stored construction, that patch is the reason it stopped falling over.
Finally, 1.0 changed how a slow server feels: low server performance now has less effect on gliding, and player movement input stays more responsive when the machine is under heavy load. Neither removes the need to size slotCount honestly for your hardware.
FAQ
Does the Enshrouded dedicated server cost extra?
No. Buying the game unlocks the standalone server in the Tools section of the Steam library, and no Steam login beyond anonymous access is needed to fetch the server files through the tools list.
Which ports do I need to open?
UDP 15637 by default, which is the queryPort value and can be changed in the config. Steam also needs its own required ports open, because server browser registration goes through Steam.
Can I run it on Linux?
Not officially. Keen's documentation lists Windows only and says Linux support is planned for later. Linux hosts work through community Docker images that carry a compatibility layer.
Can I change a player's permissions while the server runs?
Not on a dedicated server. Editing a user group and restarting is the only route. Only in-game hosted sessions let a host promote or demote a player mid-session.
Do players keep their characters if the world moves to a dedicated server?
Yes, because characters are not stored on the server at all. The server holds world progression; each player's character data stays on their own machine. Moving the world means moving the save folder, not the characters.
Related Guides
- Enshrouded Save Transfer: Early Access Saves in 1.0 - where the world folder actually sits and how to move it between a local install and a server without losing the character list.
- Enshrouded Performance and Settings Guide for 1.0 - what 1.0 changed under the hood, and which settings cost frames once a base gets large.
- Enshrouded Max Level and Progression: 50 and Gear 55 - the caps your world settings will interact with, and where the experience in a long-lived save comes from.
- Enshrouded Achievements Guide: All 52 and How to Plan - server settings change enough of the game that it is worth knowing what a custom world does to a shared progression run.
More Enshrouded Guides
Enshrouded ranger build for 1.0: Puncture, Barrage and Survival Instinct, the three new Eternal arrows, aim assist settings and the reworked ranger armor tiers.
What Enshrouded 1.0 changed about bosses, including the reworked Albaneve Summits fight, stun tactics, and boss health recovery.
How to reach Cinder's Cradle in Enshrouded 1.0, what the lava ruins and floating islands contain, its 12 new Shroud Roots, and the Flame level to bring.
How crafting works in Enshrouded 1.0: which stations exist, crafting from storage, the Gem Forge and Quick Stash Station, and the recipes the patch rebalanced.
Enshrouded has no crossplay at 1.0, so PC and PS5 cannot share a world yet. Here is how co-op works, the player cap, permissions and progress sharing.
An Enshrouded Elixir Well is a Shroud pocket with a Shroud Root at the bottom. What it awards, why it may not reset, and what 1.0 did and did not change.
How many enemy types Enshrouded 1.0 adds, which factions got new variants, and how the reworked damage susceptibility system changes fights.
What the Flame Altar controls in Enshrouded 1.0, the 15 and 16 Altar caps, cheaper Flame level 6 to 9 recipes, and the level 11 Shroud pushback.
