How to Host a Voyagers of Nera Server (Dedicated Server 2026)

Host a Voyagers of Nera dedicated server: SteamCMD app 3937860, CustomHostServerUserSettings.ini, UDP 7777, the 10 player cap and invite codes vs passwords.

Updated Oct 3, 2026 · 6 min read

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To host a Voyagers of Nera server, install the free dedicated server (SteamCMD app 3937860, Windows only), start it once, then edit BoatGame/Saved/PersistedData/CustomConfig/CustomHostServerUserSettings.ini: HostServerDisplayName, HostServerPassword, MaxPlayers (up to 10) and AutosaveTimerSeconds. Open UDP 7777. Friends find it in the server browser, or join with the code in DedicatedServerMagicJoinCode.txt. That invite code skips the password, so only share it with people you would let in anyway.

What do you need to run a Voyagers of Nera server?

The server is lighter than most open world survival games, and with a hard cap of 10 players the load is predictable. There is no Linux build: the dedicated server runs on Windows. Owners of the game also find it in their Steam library as a separate Dedicated Server tool.

Crew RAM Notes
2 to 4 players 4 GB Small sanctuary
Full crew of 10 6 GB Comfortable for most groups
Long running world, many boats and buildings 8 GB Most headroom

Each player needs their own copy on Steam. The game is PC only today, so there is no console crossplay to plan for.

How do I install the Voyagers of Nera dedicated server?

  1. Install SteamCMD, or install the Dedicated Server tool from your Steam library.
  2. Download the server:
steamcmd +force_install_dir C:\nera-server +login anonymous +app_update 3937860 validate +quit
  1. Start it with logging on:
BoatGame\Binaries\Win64\BoatGameServer-Win64-Shipping.exe -log -port=7777
  1. Let it finish loading once, which creates the PersistedData folder and a save, then stop it.

Treehouse Games keeps its own setup docs, linked from the pinned dedicated server guide and FAQ on Steam. Update the server with the same app_update line after every patch. Players on a newer version cannot join a server that is behind.

What goes in CustomHostServerUserSettings.ini?

The server's identity lives in one small file:

BoatGame/Saved/PersistedData/CustomConfig/CustomHostServerUserSettings.ini
[/Script/BoatGame.BGCustomHostServerSettings]
HostServerDisplayName=Tidecallers_Crew
HostServerPassword=spirit-lantern
MaxPlayers=10
AutosaveTimerSeconds=300
Key What it does Notes
HostServerDisplayName Name in the server browser Use letters, numbers, dashes and underscores, no spaces
HostServerPassword Password for browser joins Same character advice
MaxPlayers Player cap Up to 10, the game's limit
AutosaveTimerSeconds Seconds between autosaves 300 is a good default; lower means less lost on a crash

Stop the server before editing, save, then start it. Settings are read on start.

A Voyagers of Nera crew on a tropical beach next to a giant blue water spirit statue

The gotcha: the invite code skips the password

When the server starts it writes an invite code to DedicatedServerMagicJoinCode.txt in its folder. The code is the easiest way in, but it does not ask for a password: HostServerPassword only applies to players joining from the server browser. Anyone holding the code gets in.

So treat the two ways in differently:

  • Public crew, password on: share the server name and password, and keep the code to yourself.
  • Private friends only: share the code in your group chat and do not post it anywhere public.

If the code ever leaks, starting a fresh world is the only sure reset, so keep it private from the start.

Where does the server keep its save?

Everything lives in BoatGame/Saved/PersistedData inside the server folder. There you will find the CustomConfig folder and one save folder with a long ID name of letters and numbers, for example A03844C84C2AD31BE8116D8D6F706E1F. On start the server looks for an existing save in that folder and loads it.

That makes the folder layout the thing to protect. Keep exactly one save ID folder next to CustomConfig. If a restart ever comes up with a new world, check that the old ID folder is still there and that a second one has not appeared.

Moving an existing world onto it

A locally hosted world can move to the dedicated server. Treehouse publishes its own "How to Transfer Local Save to Dedicated Server" steps; the short version:

  1. On your PC, open the save in the game's load screen and note its Server ID on the right.
  2. In %LOCALAPPDATA%\BoatGame\Saved\PersistedData, find the folder with that ID and zip it.
  3. Stop the server, back up its PersistedData, and delete the server's own random ID folder.
  4. Upload and unzip your folder into the server's BoatGame/Saved/PersistedData.
  5. If your save folder contains a CustomConfig folder, move it up one level so it sits next to the save folder, then check the ini values and start the server.

What ports does a Voyagers of Nera server use?

Port Protocol Used for
7777 UDP Game, set with -port=
27015 UDP Steam query

If players see the server in the browser but time out on joining, the server is fine and something between them is blocking traffic. Treehouse suggests testing from inside your own network first and, for unusual setups, overriding the IP the server advertises. Our port forwarding guide covers the router side, and hosting without port forwarding covers the alternative.

How do players join a Voyagers of Nera server?

  1. Make sure everyone is on the live Steam branch. The beta branch does not support dedicated servers.
  2. Open the server browser and search for the display name, then enter the password.
  3. Or use the invite code from DedicatedServerMagicJoinCode.txt, which joins without a password.

Common problems

  • Friends cannot join after a patch: the server is a version behind. Update and restart.
  • Restart loads a brand new world: the save ID folder is missing or a second one was created. Restore it from a backup.
  • Strangers on a passworded server: someone shared the invite code.
  • Server name shows oddly or breaks: spaces or symbols in the name. Use underscores.
  • Beta players cannot connect: switch them back to the live version.

FAQ

How many players can join a Voyagers of Nera server?

Up to 10, which is the game's limit. Set MaxPlayers to anything up to 10.

Does the Voyagers of Nera invite code need a password?

No. The password only applies to server browser joins, and the invite code gets players in without it.

Is there a Linux Voyagers of Nera server?

No. The dedicated server is a Windows build only as of 2026.

Can I use mods on a Voyagers of Nera server?

No. The game has no mod support, so servers run it as Treehouse ships it.

The easy option: host it with us

Voyagers of Nera hosting on GamezServers starts at 9.99 USD a month for 4 GB, with 6 GB and 8 GB plans and 50% off the first month for new customers. Display name, password, max players and the autosave timer are settings in the panel, DedicatedServerMagicJoinCode.txt and the save folders are in the file manager, and the world stays online without a Windows PC running at home. Take a one click Backup before every patch.

Skip the setup. Your own Voyagers of Nera server.

$4.99USD first month

Then $9.99/mo. Just trying it? $2.50 for 3 days

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