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Valheim 1.0 and Deep North: how to update your server

Update a Valheim dedicated server for the 1.0 Deep North release on September 9, 2026. Covers backing up the .db and .fwl pair, updating on berrybyte or with SteamCMD, whether to keep your world, mods, and rolling back.

Valheim 1.0 lands on September 9, 2026 and adds the Deep North, the last biome on the roadmap. The update itself is routine: back up, take the new build, restart. The decision that actually matters is whether your group keeps its existing world.

Back up before the first 1.0 start, not after. There was no public test branch, so server hosts and mod authors meet the final build at the same moment everyone else does. A backup taken afterwards captures a world the new version has already touched.

The Ashlands is not part of this release. It shipped in May 2024. Valheim 1.0 is the Deep North plus the 1.0 milestone itself. The store price also rises to $29.99.

Back up first

A Valheim world is two files that belong together:

MyWorld.db
MyWorld.fwl

The .db holds terrain, buildings and progression. The .fwl holds the seed and world identity. Restore a .db on its own and Valheim generates a brand new world around it, the single most common way people think an update ate their save.

Stop the server cleanly

Use Stop in the dashboard, or CTRL+C on a self-hosted server. Valheim saves on shutdown, so a hard kill throws away everything since the last autosave, up to a full save interval, which defaults to 1800 seconds.

Take a full backup

On berrybyte, use Backups for a complete snapshot. It is faster to restore than hand-picking files.

Keep a manual world copy too

Download the matching .db and .fwl pair, plus adminlist.txt, bannedlist.txt and permittedlist.txt if you use them.

Write down the current version and mod list

You need both to roll back convincingly.

Valheim also keeps its own rolling copies as .old files next to the world. To use one, stop the server and remove the .old suffix so the filename matches the pair again.

Update on berrybyte

Stop the server

Press Stop on the server Overview and wait for it to report offline.

Confirm Auto Update is on

Under Settings → Startup, Auto Update is enabled by default. The new build is fetched on the next start.

Start the server

The first 1.0 start takes longer than usual. SteamCMD downloads the update before the world loads.

Watch the console

Wait for the world to finish loading. On a crossplay server, a new join code appears on Overview once PlayFab registers the session.

Update every client

Server and client builds must match exactly. Players on the old version are refused.

Update a self-hosted server

Shut down with CTRL+C

Send SIGINT and let the process exit on its own. Do not use kill -9.

Re-run SteamCMD

steamcmd +force_install_dir /path/to/valheim +login anonymous +app_update 896660 validate +quit

Start the server and check the version line

The build number is printed at startup. Compare it against what your client reports.

Keep your world, or start fresh?

Valheim writes terrain into the save the first time a player loads it. That is the whole trade-off: anywhere your group has already been is frozen at the version that generated it.

Keep the existing worldStart a new 1.0 world
Builds and progressionKeptLost, or rebuilt from scratch
Deep North terrainOnly in far northern areas nobody has visitedGenerates everywhere as intended
Other 1.0 world changesOnly in unexplored chunksApplied to the whole map
Best forLong-running groups attached to their baseGroups who want the finished game as designed
EffortBack up and restartBack up, generate a new world, re-share the details

You do not have to choose. Run the old world and a fresh 1.0 world side by side by keeping both file pairs on the server and switching World Name under Settings → Game Settings. Only the selected world loads, and the other is left untouched.

Mods after 1.0

Treat every BepInEx plugin as broken until its author says otherwise. Valheim has no official mod support, and plugins hook game internals that a major release is free to change.

The safe sequence is to update the server unmodded first, confirm your group can connect and the world loads, and only then re-add plugins one at a time. Check each mod's Thunderstore page for a 1.0-compatible release before you install it. See installing BepInEx mods for the mechanics.

Roll back

If 1.0 breaks something you depend on, you can move back to a legacy branch, assuming Iron Gate publishes one.

On berrybyte, put the branch name in Beta Branch under Settings → Startup (with Beta Password if the branch needs one) and restart. Leave both blank to return to the normal branch.

Self-hosted, it is a SteamCMD argument:

steamcmd +force_install_dir /path/to/valheim +login anonymous +app_update 896660 -beta <branch> validate +quit

Restore a pre-1.0 world backup at the same time. A world that has been opened in 1.0 may not load on an older build, and downgrading the server does not downgrade the save.

Next steps

Frequently asked questions

Will my old Valheim world work in 1.0?

Yes. Iron Gate says existing saves stay playable and receive new content. The catch is terrain. The Deep North only generates properly in areas no player has explored, so an old world will not produce the finished biome everywhere. Iron Gate recommends a fresh world for the complete 1.0 experience.

Where does Deep North generate in an existing world?

Only in chunks that have never been loaded by a player. Anything already explored keeps the terrain it was generated with, because Valheim writes terrain into the save the first time you visit it. Far northern areas your group has never sailed to will generate as the finished Deep North.

Do Valheim mods work after 1.0?

Assume they do not on release day. Valheim has no official mod support and Iron Gate ran no public test branch before 1.0, so BepInEx and every plugin meet the final build for the first time on September 9. Keep an unmodded backup and re-add plugins only once their authors confirm 1.0 support.

How do I back up a Valheim world?

Copy both files that make up the world - WorldName.db and WorldName.fwl - while the server is stopped. The .db holds terrain and builds and the .fwl identifies the world. A .db without its matching .fwl is treated as a new world, which looks exactly like data loss.

Can I roll my server back to the old version?

On a self-hosted server, yes, if Iron Gate publishes a legacy branch. Run SteamCMD with app_update 896660 -beta followed by the branch name. Roll the world back from a pre-update backup at the same time, because a 1.0 save may not load on an older build.

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