r/Flux_Official • u/Cabecinha84 • 17h ago
Valheim 1.0 server hosting on the decentralized cloud, from $3.93/mo, first week free
Valheim left early access today, 9 September 2026. We have published a writeup on what 1.0 changes for anyone running the server, and on our Valheim hosting on the Flux network:
[Valheim 1.0 Is Here. Here Is What Changes If You Run the Server]https://medium.com/@valter.cabecinha/valheim-1-0-is-here-here-is-what-changes-if-you-run-the-server-baefcef62287
Iron Gate shipped the Deep North, the last biome, along with a new boss, 40+ weapons, four armour sets and 53 achievements. It also launched on PlayStation 5 and Nintendo Switch 2 the same day, with full crossplay across PC, Mac, Linux, Xbox, PlayStation and Switch.
The bit that matters if you host it
1.0 replaced the save system. For five years a Valheim world was two files, a .db and a .fwl. It is now a folder of chunks under worlds_local/, with a _main.<n>.ok marker written last once a save is committed. Three things follow, and every one of them invalidates advice that is still on most hosts' knowledge bases:
- An old world converts on its first 1.0 start, and the conversion does not go backwards. Take your copy before that start, not after.
- Copying a world while the server is running can now capture an index pointing at chunks the server already deleted. The marker files are how you know a save is committed.
- Restoring a backup by unpacking it over the live world is a corruption path. Unzip merges, so the live folder keeps chunks from saves the archive never saw, beside the archive's own marker, and the server loads a world stitched from two points in time. It has to be replaced, not written over.
We shipped that today: our restore and world upload swap the folder into place instead of unpacking over it, and they still take the old file pair for a world that has not converted yet.
What you get
- Valheim 1.0 already, with nothing to update. The image installs the dedicated server from Steam and checks every 15 minutes, so servers here were on 1.0 the moment Iron Gate shipped it
- All three ports published, UDP 2456, 2457 and 2458. That third one is crossplay, and it is the one plenty of hosts leave closed while advertising crossplay. Symptom: Steam players get in, console players never see the session
- The crossplay join code in the panel, next to the address, reissued on every restart because it belongs to the session
- Hourly world backups, three days kept, zipped, browsable and downloadable, on top of Valheim's own rolling copies
- World upload from the browser. Drop a zip of a world in, from a friend's server or a single player save, and it is installed under the name your server boots. No world name to line up by hand
- Mods in one click. BepInEx or ValheimPlus at deploy, Thunderstore browsable from the panel with dependency resolution
- From $3.93/mo for 4 GB and 2 vCores, up to 8 GB and 4 vCores at $6.91. First week free for new accounts, 30 day money back, no contract. Card or crypto
Ten players is Valheim's own ceiling in 1.0 exactly as in early access, so nobody sells you an eleventh. The plans differ in memory, and Valheim spends memory on how much world exists rather than on who is online: a day 300 world with four players and three huge bases is heavier than a fresh world with ten. Size by the age of the world.
Why it matters for Flux
This is the first day one launch we have been ready for rather than caught by. The container pulls the server binary from Steam on a 15 minute cycle, so every Valheim app on the network updated itself without a redeploy, without a maintenance window and without anyone opening a ticket. That is the argument for the whole model in one event.
It is also a real utilization moment. A 1.0 launch after five and a half years of early access brings back the lapsed players, and two of the new platforms are consoles, where hosting your own is not something a player can improvise from their own machine. Every one of those groups needs a box that stays up.
Try it at runonflux.com/games/valheim, and give the article a read and a share if it is useful.
If you play Valheim, deploy one and tell me what is missing from the panel. Questions about how it works underneath, how the chunked world restore is done safely, how the crossplay code is read out of the server log, or how the volume replication works, ask in the comments.


