VDS Start
₺899.00 / month
- 4 ayrılmış çekirdek
- 8 GB RAM
- 200 GB NVMe
- 10 TB Trafik
- 1 IPv4
Keep your tunnels and base alive while you are offline: with a Core Keeper dedicated server your friends can join any time using the Game ID or the IP address.
Quick answer
Core Keeper server hosting means running Pugstorm's Core Keeper Dedicated Server on a machine that is always online. The server is installed with SteamCMD and has Windows and Linux builds. In the default mode players connect through Steam's relay network using the ID in GameID.txt, with no port forwarding; for cross-platform play you switch to Direct Connect with the -port parameter. The game is light, but a VDS server keeps growing worlds running without interruption.
There is no ready-made package for this use yet; these servers give you full control to install it yourself, or you can request setup through a support ticket. You complete the order on our Turkish store page.
₺899.00 / month
₺1,599.00 / month
₺2,899.00 / month
| Players | RAM | vCPU | Disk |
|---|---|---|---|
| 1–4 | 2–3 GB | 2 | 10 GB NVMe |
| 4–8 | 3–4 GB | 2 | 15 GB NVMe |
| 8+ with a large explored world | 4–6 GB | 2–4 | 20 GB NVMe |
Estimates; actual needs depend on mods, plugins and settings.
The Core Keeper dedicated server is the official application that runs the game's co-op world independently of the players. It is published on Steam as a separate tool and can be downloaded through SteamCMD with an anonymous login. When you host from your own PC the world only lives while you play; on a separate server crops keep growing, friends can head into the mines while you are away and all progress stays in one place.
Core Keeper is light on CPU and memory, so big hardware is not needed. Still, keeping a server online for weeks, a save file that grows with the world and the need for a stable network make a dedicated server more sensible than a home PC.
A Core Keeper server runs in one of two connection modes, and your choice determines both port settings and cross-platform support.
| Feature | Game ID (default) | Direct Connect (-port) |
|---|---|---|
| How players join | With the ID in GameID.txt | With IP address and port |
| Traffic path | Steam relay network (Steam Datagram Relay) | Directly to the server |
| Port forwarding | Usually not needed | The chosen UDP port must be open |
| Cross-platform | Steam players only | Steam, Epic, Microsoft Store, GOG |
| Server IP | Hidden from players | Players know the IP |
Game ID mode simplifies setup and hides the IP address, but because traffic goes through the relay network, latency depends on where the relay point is. With Direct Connect players connect straight to the server, so the advantage of a data center in Türkiye is felt in full; in exchange you must open the port and pay more attention to DDoS protection. According to community documentation, -port, -password and -ip are read only from the command line, not from the config file.
A practical tip: if you are a small Steam-only group, start with Game ID, the shortest path with no router settings. If someone plays via the Xbox app or Epic, or you want the lowest latency, switch to Direct Connect. Switching only changes a launch parameter and the world file is the same in both modes, so trying it is risk-free.
A small group usually plays comfortably with 2–3 GB of RAM and two cores; the values in the table are estimates and depend more on the size of the explored area than on player count. The game keeps explored regions and placed objects in memory, so long automation lines, many creature farms and big bases increase both memory use and save time.
The player cap is set with maxNumberPlayers or -maxplayers; according to community documentation the default is 8 if nothing is given on the command line. For a busier world use the top row of the table and watch usage for a few weeks.
The easiest way to monitor memory is to check free -h and htop after the server has been up for a few hours. If usage sits near the limit, consider upgrading; swap space can stop the server crashing on sudden memory spikes, but a game server that swaps often starts to stutter. The lasting fix is enough physical memory.
This page shows VDS packages for Core Keeper: you can install the server yourself or request a ready-made setup through a support ticket. Because the VDS cores and memory are reserved for you, performance stays predictable even if you run another game or a Discord bot on the same machine.
On a VDS you control everything: update with SteamCMD whenever you like, switch between world slots (-world, 0–29) and define the server as a systemd service that restarts itself after a crash. Core Keeper is happy on a small machine, so hosting a second game on the same VDS is also possible.
For a detailed comparison see game server package or VDS. If you are not used to the Linux command line, a Windows Server install feels close to the game client; Linux uses fewer resources. Pick the right size from the live package table.
The Core Keeper server creates ServerConfig.json on first launch; most world settings are managed there or through equivalent launch parameters. On Windows the file is in the Pugstorm\Core Keeper\DedicatedServer folder of the user profile; on Linux it sits in the Unity config directory. Stop the server before editing.
| Field / parameter | Description |
|---|---|
gameId / -gameid | A fixed Game ID; generated automatically if empty |
world / -world | World slot to use |
worldName / -worldname | Display name of the world |
worldSeed / -worldseed | Map seed; 0 means random |
worldMode / -worldmode | 0 Normal, 1 Hard, 2 Creative, 4 Casual |
maxNumberPlayers / -maxplayers | Concurrent player limit |
-port, -password | Direct Connect port and password |
Creative and normal worlds cannot be converted into each other; to change mode, create a new world in another slot. Pinning the Game ID saves players from hunting for a new ID after a reinstall. Choose a long, random value that is hard to guess: anyone who knows the Game ID can find your server, so share it only with your community.
Official Core Keeper mod support runs on mod.io, and some mods must also be installed server-side. Each mod's description says whether it is client-only or needs both client and server; adding mods without reading this is the most common cause of connection errors.
After a game update mods can stay incompatible for a while; postponing the server update or temporarily disabling mods reduces the risk of world corruption. A backup taken before a major update is the only safe way back.
Groups that prefer vanilla still have plenty of server-side options: world mode, seed, player cap and seasonal events. Keep a copy of your vanilla world in a separate slot before trying mods, and keep the mod list and versions in a text file to make installation instructions easier.
In Game ID mode your server's IP address is hidden from players, so the risk of direct attacks is low; with Direct Connect the IP is exposed and network-level protection matters. On LIONFIN infrastructure DDoS traffic is filtered at network level by the RouteFence firewall, and 600 Gbit/s of total upstream capacity helps absorb sudden traffic surges (more on our data center).
-password and share it only within your community.-allowonlyplatform parameter mentioned in community documentation.A world you started on your own PC can be moved to the server: world files live in the worlds folder and are named by slot number, such as 0.world.gzip. On Windows the saves are under the Pugstorm\Core Keeper folder of your user profile, in a subfolder named after your Steam ID.
DedicatedServer/worlds folder.world value point to the same slot.For backups, compress the world folder regularly and copy it off the server; the files are small, so daily or even hourly backups cost little disk space. Always take a manual backup before major game updates and mod changes.
The most robust way to keep Core Keeper running on Linux is to define it as a systemd service, so it starts automatically after a reboot and restarts after a crash. The server starts with the _launch.sh script in the SteamCMD install folder, which brings up Xvfb for the virtual display itself.
Recommended layout: create a separate user such as corekeeper, install the files in its home directory and run the server as that user with the User= line in the service file. ExecStart points to the launch script and Restart=on-failure restarts it after a crash. Follow the logs with journalctl -u corekeeper.
This is far more reliable than leaving a terminal open or depending on a screen session, and the server doesn't stop when your SSH connection drops. On Windows Server you can do the same with Task Scheduler or a service wrapper; the logic is identical: the server must start without anyone logging in and recover by itself.
Lag in Core Keeper has two sources: the network path to the server and the load on the server itself. In Game ID mode traffic goes through Steam's relay network, so the latency players see depends more on the relay point than on the server's location. In Direct Connect mode players connect straight to the server; if the server is in Türkiye and so are the players, the path is shorter.
Telling latency apart from server load is the first step: if everyone stutters at once, look at the server; if only one player does, look at that player's connection.
The server is updated with SteamCMD: stop it, back up the world and run app_update 1963720 validate again. Players' clients update automatically through Steam, so a server left behind is the most common cause of connection errors. The first launch after an update may take a while to convert the world; don't interrupt it.
The game runs seasonal events at certain times of the year. According to community documentation the server follows the real calendar by default; you can force a specific event with the seasonOverride setting or the -season parameter. This lets a group that missed an event play it later, but event items can leave lasting traces in the world.
A regular maintenance rhythm helps on long-running worlds: check for updates weekly, back up before every update and prune old backups monthly. On a VDS you can automate these steps with a simple script and a cron job, so players only notice a few minutes of downtime.
Core Keeper server issues usually come from Linux dependencies, connection-mode confusion or version mismatches.
xvfb and libxi6 packages plus the Steamworks SDK Redistributable (app ID 1007).-port and open the matching UDP port.app_update 1963720 again in SteamCMD.If you get stuck, open a support ticket from the customer panel with the log file attached.
Choose the server
Pick a VDS from the package table for your player count and choose Linux or Windows Server as the operating system.
Download with SteamCMD
Log in anonymously to SteamCMD and download the Core Keeper Dedicated Server files with app_update 1963720.
Install dependencies
On Linux install Xvfb and the required libraries; Windows needs no extra packages.
Configure the world
Start and stop the server once, then edit the world name, mode and player limit in ServerConfig.json.
Choose the connection mode
Game ID is enough for Steam players; for cross-play enable Direct Connect with -port and allow the port in the firewall.
Invite your friends
Share the ID from GameID.txt or the IP and port, then schedule regular backups of the world folder.
In the default Game ID mode the connection runs through Steam’s relay network, so in most cases you don’t need to open ports. If you enable Direct Connect with the -port parameter, open the UDP port you chose, plus the query port mentioned in community guides, in the firewall.
Yes. The dedicated server has a Linux build started with the _launch.sh script. Because it needs a virtual display, the Xvfb package must be installed; community guides also recommend downloading the Steamworks SDK Redistributable files.
The player limit is set with maxNumberPlayers or the -maxplayers parameter; according to community documentation the default is 8 players when nothing is given on the command line. You can raise the limit for a busier world, but memory and CPU needs grow too.
The Game ID lets players find your server through Steam’s relay network. It is written to GameID.txt next to the executable when the server first starts. You can also define a fixed ID with the gameId field in ServerConfig.json.
Cross-play only works in Direct Connect mode. When you start the server with the -port parameter, players from stores other than Steam can connect with the IP address and port. In Game ID mode only Steam players can join.
Yes. Upload the world file from your local save folder to the server’s worlds folder and set the world value to the same slot number. Stop the server first and back up both the local and the server copy.
No. Creative and normal worlds cannot be converted into each other. To try a different mode, create a new world in another slot. Your existing world stays in its own slot, so you can switch between them with the world value.
Stop the server, back up the world and run app_update 1963720 again in SteamCMD. The server version must match the players’ game version. On modded servers, don’t update until you have confirmed the mods work with the new version.
No. Core Keeper is a light game and small groups play comfortably with a few gigabytes of memory. What matters is a server that is always online, stable and protected. You can add resources later when you build long automation lines and big bases.