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Your old Valheim worlds and characters survive 1.0: Iron Gate’s 1.0 FAQ states that old saves stay where you last left them and remain playable, and that a pre-1.0 world still receives new content. The catch is biome generation, which only works properly in areas you have not explored yet, which is why the studio recommends starting over. This guide covers the save rules, the 1 – 10 player server limit, the cross-save scope, the 1.0.12 banlist and item-stand fixes, and the restored Switch 2 crossplay support and version checks.
En resumen
- Old worlds and characters carry over; biome generation only works properly in unexplored ground, and Iron Gate still recommends a fresh world.
- 1.0 is a 1 – 10 player game, and the only cross-platform save access is Xbox to PC when you launch from the Microsoft Store.
- Iron Gate has updated its hotfix notice: crossplay between all platforms is restored, including Switch 2. The earlier rollback workaround is no longer the current advice.
- 1.0.12 made banlist and whitelist accept old IDs such as Steam_123456789 alongside new V_123456789 ones.
- Item stands can still eat durability and upgrade level if you already approached the affected stands after the 1.0 update — back up before touching high-level gear.
Configuración de servidor dedicado
Server installed, ports and password set, world seeded or imported, and a backup schedule that…
What Changed for Valheim Servers and Saves in 1.0
Valheim 1.0 landed on 9 September 2026 across Steam (Windows, Linux, Mac), the Mac App Store, Humble, the Microsoft Store, Xbox One, Xbox Series X|S, PlayStation 5 and Nintendo Switch 2. For anyone running a world with friends, four things matter: the world save, the character save, how many people can be in it, and which platforms can reach each other. Valheim is developed by Iron Gate, with Coffee Stain Publishing as publisher. Crossplay at 1.0 was announced as covering all platforms, which is a different thing from save sync. The chunked world-save format described below uses a complete folder rather than just the legacy .db y .fwl pair, which changes what you need to back up. If you want the wider picture of what shipped, our Valheim 1.0 Deep North update breakdown covers the content side.
| Part | What 1.0 does | The catch |
|---|---|---|
| Old world save | Still there, still playable, still gets new content | Biome generation only works properly in unexplored areas |
| Character save | Continues normally; the FAQ flags no character wipe | Achievement stats only start tracking from the moment you download 1.0 |
| Server size | Unchanged: a game for 1 – 10 players | No larger-group option is described in the FAQ |
| Crossplay | Announced as supported between all platforms | Switch 2 compatibility restored in the updated official hotfix notice |
| Cross-save | Xbox saves reachable from PC via the Microsoft Store build | Beyond that, no cross-platform save sync at all |
| Mods | No official mod support, no console mods, no Steam Workshop | Nothing is guaranteed to work at release |
If the grind is the only part worth skipping, Boosting de Valheim runs the same route on your own account.
Where Valheim 1.0 Saves Live and How to Get At Them
El Iron Gate’s save-system FAQ on Steam is the document to read here, because it settles the question the 1.0 FAQ does not: a PC save lives in one of two places, and which one decides how you back it up. With Steam Cloud on (the default), worlds and characters are stored under Steam\userdata\<numeric Steam ID>\892970\remote — a folder the FAQ says is “not meant to be manipulated manually”. With Steam Cloud off, they sit locally in C:\Users\<you>\AppData\LocalLow\IronGate\Valheim\worlds_local (Linux: ~/.config/unity3d/IronGate/Valheim/worlds_local), with characters in characters_local next to them. The game shows an icon under each character and next to each world telling you whether that save is cloud or local, and the world menu has Move to Local / Move to Cloud buttons — every move writes a backup, which the FAQ notes are never deleted automatically.
Two consequences follow directly from that FAQ. First, a dedicated server reads local files only: cloud saves are bound to your Steam account, so a world you want to host must be moved to local before you copy it. Second, if the world you are looking for is not in worlds_local, it is almost certainly on the cloud — press Move to Local in the world list rather than hunting through userdata. On a dedicated server the folder is whatever -savedir points at; without that flag it is the same LocalLow / .config path, per the official dedicated-server guide.
Consoles are the hard wall: the 1.0 FAQ‘s only cross-platform save statement is the Xbox-to-PC route via the Microsoft Store build, and it says there is no sync beyond that. Do not infer a supported PS5 or Switch 2 save-export route from crossplay support. A dedicated server can instead host the shared world your mixed-platform group joins.
| Conseguir | Qué incluye | Requirement | Who it suits |
|---|---|---|---|
| Local PC world folder | The full world you can copy, back up and upload | Steam, Humble or a local install on PC or Linux | Anyone hosting their own group |
| Dedicated server save directory | One persistent world every platform joins into | Server stays on the same build as clients | Groups split across PC and console |
| Xbox to PC (Microsoft Store) | Access to your Xbox saves from PC | The PC copy must be launched from the Microsoft Store | Game Pass and Xbox players |
| PS5 or Switch 2 save | No cross-platform sync is offered | Not applicable | Nobody — plan around it |
Best Way to Back Up and Move a Valheim 1.0 World

The save format itself is documented by Iron Gate, not by hosters: the Patch 0.221.13 announcement introduced it — a world is no longer a .db + .fwl pair but a folder in which the world is split into chunks, only changed chunks are written on each save, backups get their own folders, and “when loading a world that is not chunked, a backup is made first”. That is why a 1.0 world must be moved as the whole folder: an incomplete copy may fail to load correctly. Keep the original and verify the transferred world before resuming play.
Moving a world onto a dedicated server, in order
- Get the world local. If its icon shows cloud, use Move to Local in the world list (a backup is written automatically).
- Stop the game and the server. Never copy a folder that is being saved — a copy taken mid-save can be internally inconsistent.
- Back up first. Copy the whole world folder to a place no scheduled job overwrites. On a server,
-backups 4,-backupshort 7200y-backuplong 43200are the automatic defaults per the official dedicated-server guide (one 2-hour backup and three 12-hour ones) — keep your own copy anyway. - Copy the folder into the server’s save directory: the path given by
-savedir, or the default LocalLow / .config path if you did not set one. - Point the server at it with
-world "<exact world name>"— the guide says an existing world of that name is loaded, and a new one is created if the name does not match. A typo here is the other way people end up on a fresh map. - Verify before anyone builds. Join, check a landmark base and a character’s map, and only then let the group in. If the map is wrong, stop the server and restore the backup from step 3 — back up character saves separately as well. Restoring a world does not automatically restore each character’s inventory or progress.
Keep, restart, or restart with a new character? Three different decisions, and the 1.0 FAQ recommends a fresh start for the best experience, without making it mandatory. Keep the old world: free, and the studio says old saves keep receiving new content — but Deep North generation only works properly in ground you have not explored, so a heavily charted far north stays as it was. New world, same character: you bring that character’s skills and carried inventory, but the old world’s buildings, stored items and world progression do not transfer. Keep the old save if you want to return to them. New world, new character: the studio’s recommendation for “the best possible experience”, but do not assume a new character is required for every achievement: the FAQ says stats count from the moment you install 1.0. How long each costs you is your own play speed; we are not going to invent a number. Our guide to what each Forsaken boss gates is the order you would be repeating.
Advertencia
El updated official hotfix notice limits the item-stand fix to stands you have not approached since the 1.0 update. If you already played nearby, keep a backup before removing upgraded items; do not assume the patch repairs damage already caused.
| Method | Speed | Effort | Best for |
|---|---|---|---|
| Copy the whole world folder offline | Minutes | Low, but manual every time | Before any update or branch switch |
| Host panel or scheduled backup | Automatic | Setup once | Groups playing most evenings |
| Upload a local world to a server | One transfer | Medium — whole folder, correct save path | Moving a solo world into co-op |
| Pre-1.0 world conversion | One load | Low, but one-way in practice | Reviving an Early Access save |
Switch 2 Crossplay: Current Status and Version Checks
Switch 2 crossplay is restored. Iron Gate updated its official hotfix notice to confirm compatibility between all platforms again. The earlier default_old workaround described the temporary outage, not the current setup.
If you switched branches during that outage, check that the game and dedicated server are back on the current public release. Crossplay compatibility does not mean every platform has identical fixes or version numbers: the notice lists the Xbox equivalent of 1.0.10 as 1.0.11 and describes the Steam 1.0.12 fixes separately.
Use this troubleshooting checklist if your group still cannot connect after the crossplay restoration.
-
1
Back up the world folder first
Keep an offline copy of the complete world folder and separate character backups before changing branches or restoring saves.
-
2
Open Properties in Steam
Right-click Valheim (or Valheim Dedicated Server) in your Steam library and select "Properties…".
-
3
Open the Game Versions & Betas tab
Go to "Game Versions & Betas" in the side tabs.
-
4
Return to the current public release
If you selected default_old for the temporary outage, return to the normal public branch. Do not follow an outdated rollback guide as a general crossplay fix.
-
5
Wait for the game to update, then check the branch
Finish pending updates on each platform and on the dedicated server, then retry joining. Compare compatibility against the official patch notice rather than requiring identical build numbers across platforms.
Banlist, Whitelist and Achievement Fixes in 1.0.12
1.0.12 shipped on Steam on 11 September 2026 alongside 1.0.10 for all platforms, and Iron Gate states the fixes are fully crossplay compatible and will be extended to all platforms in an upcoming hotfix pushed out as soon as possible. No rollout date has been announced for Xbox, PS5 or Switch 2.
Admin check: which player ID format your lists use
On the launch build the lists only accepted the new V_ format; 1.0.12 makes both formats work. Our reading of admin reports and host documentation is that the working ID on 1.0 is the V_ prefix plus the existing SteamID64 as shown in the in-game F2 panel, and that a bare SteamID64 with no prefix is no longer accepted. Treat the permitted list with respect: third-party documentation reports that the moment it contains a single ID it becomes a strict allowlist that refuses everyone else, so a half-finished ID edit can lock out your whole group.
Consejo
Copy the ID exactly as the in-game F2 panel prints it rather than converting between formats yourself, and on a pre-1.0.12 build expect Steam_ entries to be ignored entirely.
Getting achievements back after devcommands
1.0.12 added a devcommand that opts a character back into achievements even after devcommands or mods were used: yesiuseddevcommandsbutiwantmyachievementsanyway. Iron Gate leaves it to your own judgement whether to activate it. The patch also added a popup that makes it clearer when achievements can be received again after being temporarily disabled. Our reading of admin documentation is that this is a client-side console command each affected player runs on their own machine, with nothing to set on the server. The FAQ’s underlying cheat-flag rules — spawn flagging character and world, freefly as an exception, spawned items causing a temporary cheat state — are covered in our breakdown of how devcommands lock achievements rather than repeated here.
What is still unanswered
Iron Gate has not said whether the item-stand bug affects console players who already loaded a world in 1.0, nor scoped or dated the better fix it is looking into. The opt-in devcommand is Steam-only as of 11 September 2026, and the notes do not say the underlying cheat mark is deleted.
| Fix | Where it applies | Why it matters |
|---|---|---|
| Banlist and whitelist accept old IDs | 1.0.12, Steam | Steam_123456789 entries work again alongside V_123456789 |
| Item stands keep durability and upgrade level | 1.0.12; applies if you have not approached the affected stands since 1.0 | Keep backups; do not assume already affected items are repaired |
| Forge of Potential recipe unlocks | 1.0.12, Steam | Stops recipes unlocking that should not |
| Unloaded-zone crash | 1.0.12, Steam | Fewer drops on a busy server |
| Deep North heavy armour repair | 1.0.10 all-platform fix; Xbox equivalent labelled 1.0.11 | Endgame armour is maintainable again |
Base construida a medida
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Common Misconceptions About Valheim 1.0 Saves and Crossplay

Myth: 1.0 wipes or breaks your old world
It does not — the FAQ’s answer to what happens to your saves is “Nothing”, and old worlds keep receiving new content. The real limit is generation: new biome content only appears properly in ground you have not explored, which is why the studio still recommends a fresh start. Decide that before you sail north, not after. If you are keeping the old world, our Deep North materials checklist is the shopping list for what is up there.
Myth: crossplay means cross-save
Crossplay was announced as supported between all platforms, but save access is far narrower: Xbox saves can be reached from a PC only when the game is launched from the Microsoft Store, and the FAQ states there is no cross-platform sync beyond that. The updated hotfix notice confirms that crossplay with Switch 2 is restored; that does not expand cross-save support.
Myth: 1.0 added mod support or Steam Workshop
There is no official mod support, no console mods and no Steam Workshop for 1.0, and Iron Gate cannot guarantee any mod works at release. Community loaders did rebuild for 1.0 — third-party data lists BepInExPack_Valheim 5.4.2350 and Jotunn 2.30.0 published on 9 September 2026 — but that is unofficial infrastructure, not support. Console clients cannot install mods, but that does not make every modded server PC-only: the community Valheim Modding wiki separates server-side mods, which vanilla clients (including Xbox) can join, from mods every player must install. Check each mod’s page for that, for its 1.0 version, and for crossplay support before you decide. Sources conflict on whether enabling crossplay stops BepInEx loading: one host’s documentation says mods will not run with crossplay on, another says the flag only changes the matchmaking backend and the breakage is mods assuming SteamID64 identities. No Iron Gate statement settles it, because mods are unsupported.
Our Take: Keep the Old World or Start Over?
Nuestra opinión
Back up the folder, then choose one of three paths on purpose.
Keep the old world if your group’s far north is largely uncharted — old saves keep receiving content and nothing forces a restart. Start a new world on your existing characters if you want clean Deep North generation without regrinding skills and gear; that is the option Iron Gate’s FAQ neither pushes nor forbids, and it suits most groups. Start with a new character if you want to repeat progression from scratch; this is a preference, not a blanket requirement for achievements. The server side is in decent shape: 1–10 players as before, crossplay restored between all platforms, and 1.0.12 fixing the ID formats that broke whitelists. Keep an offline copy of the complete world folder and separate character backups before migrating saves. Treat the item-stand warning separately from connection problems, and check game and server versions before troubleshooting crossplay. If you do level a character again, our Valheim skills and death penalty guide explains what each death costs on the way.
Sources and Confidence
This table separates what the studio has published from secondary restatements and our own reading. The crossplay and item-stand sections have been corrected against the updated official hotfix notice.
| Claim | Where it comes from | Estado |
|---|---|---|
| Old saves survive 1.0; biome generation only works in unexplored areas; 1–10 players; cross-save only Xbox↔PC via Microsoft Store; no mod support or Workshop | 1.0 FAQ (valheim.com) | Official |
| Cloud vs local save locations, Move to Local/Cloud, backups on every move, dedicated servers read local files only | Iron Gate’s save-system FAQ on Steam | Official |
| 1.0 world format: folder of chunks, only changed chunks saved, backup before converting an old world | Patch 0.221.13 announcement (Steam, 6 May 2026) | Official |
-world, -savedir, -backups / -backupshort / -backuplong defaults | official dedicated-server guide (valheimgame.com) | Official |
| Updated notice confirms crossplay restored between all platforms | hotfix 1.0.10 & 1.0.12 post (Iron Gate, updated notice for the 11 September 2026 hotfix) | Official |
| 1.0.12 banlist/whitelist accept Steam_ and V_ IDs; achievements opt-in command; Steam-only for now, consoles “as soon as possible”, no date | hotfix 1.0.10 & 1.0.12 post | Official |
| Item-stand fix depends on whether the affected stands have been approached since 1.0 | hotfix 1.0.10 & 1.0.12 post vs the same hotfix note on valheim.com | Official — conditional fix |
| Server-side mods can be joined by vanilla clients; client mods cannot | Valheim Modding wiki (community) | Community |
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