Core Keeper

Staging — awaiting client validation

Core Keeper is available for server evaluation. Player joining, Game ID access, and direct or relay connection behavior have not been validated.

The dedicated-server runtime keeps its world and configuration in persistent storage. See Staging games before planning a shared world.

Requirements

Start with 2 CPU cores and 2 GiB memory for evaluation. Leave disk space for the game, worlds, logs, and backups. More players or a large explored world can need additional resources.

Launch and settings

  1. Choose Core Keeper from Staging and select a suitable host.
  2. Keep the offered launch defaults for the first test.
  3. Launch and wait for game installation and server initialization in the logs.
  4. Record the server's Game ID if the installed runtime uses Steam networking.
  5. Stop the server before editing generated world or configuration files.

Check the reported game version before attempting a client join. A running server process does not confirm the Game ID or network route works for players.

Connect

For later client evaluation, use Core Keeper's Join Game flow with the server's Game ID when Steam networking is enabled. Do not substitute an IP and port for a Game ID. If a separately configured runtime uses direct networking, follow its matching client instructions and the displayed public UDP mapping. Game ID joining is specific to Steam clients. The publisher also documents direct PC client connections using IP, port, and password in the server's shipped README.txt. See the official dedicated-server announcement. Both modes still need manual validation in this staging entry.

Persistent data and backups

The persistent directory is /serverdata. The backup scope covers /serverdata/serverfiles/Save and /serverdata/serverfiles/GameID.txt. Generated server configuration and world files use Save; GameID.txt holds the runtime's reported Steam identifier. Stop cleanly before copying files. Configuration persistence was checked during startup testing. Persistence of player progression, Game ID joining, public network and relay reachability, and backup restoration remain unvalidated.

Server Actions

Game-specific Server Actions are unavailable during staging. Platform lifecycle, settings, files, logs, and backup controls remain subject to your permissions.

Mods & Content

The content page records desired mod identifiers only. It does not install, verify, check client compatibility, or roll back mods. Evaluate vanilla first; apply any compatible content manually after backing up the world.