Core Keeper server hosting: a red-haired girl rides a big pig-like mount beside a masked explorer with a torch on a dinosaur, as glowing slimes and a frog tag along

An always-on underground for up to 8 explorers

Core Keeper Server Hosting

Core Keeper server hosting that keeps your cavern open when the host logs off, so the automated mines keep humming, the crops keep growing and friends can drop in to dig, fish or fight a Titan whenever they like. Ready for update 1.3, Riders of the Underground.

Excellent on Trustpilot Hosting since 2004 9 locations 24/7 support in 9 languages

Size your party

Core Keeper Server Hosting Plans and Prices

Pick a plan by the size of your group. Core Keeper is made for up to 8 players, so our plans stop at 8 slots, and the full group plan comes with more RAM. Paying for 3, 6 or 12 months brings the monthly price down.

  1. 4player slots
    5GB RAM

    A duo or a small trio

    • Our lowest Core Keeper price
    • 5GB RAM included
    • Room to invite one more
    $4.20/moMonthly, no contract
  2. 6player slots
    5GB RAM

    Five or six friends

    • A busy shared base
    • 5GB RAM included
    • Drop-in, drop-out co-op
    $6.30/moMonthly, no contract
  3. 8player slots
    8GB RAM

    The full group of 8Full party

    • Core Keeper's player limit
    • 8GB RAM for big automated worlds
    • Every PC storefront can join
    $12.63/moMonthly, no contract

Every plan: NVMe 7500MB/s · 5.0GHz · Up to 100GB. No setup fee. Upgrades and details

In short

Gaming Deluxe hosts Core Keeper dedicated servers from $4.20/mo, with 4 to 8 player slots, up to the game's 8 player limit, and 5GB to 8GB of RAM depending on the plan. Every server runs Pugstorm's Core Keeper Dedicated Server on 5.0GHz CPUs and NVMe storage in one of 9 locations across the UK, France, Germany, the US and Australia, and is set up automatically after payment, usually within 20 minutes.

Key facts checked against our order form, updated .

  • 4 to 8 player slotsCore Keeper is made for 1 to 8 players
  • 5GB to 8GB RAMThe full 8 player plan gets a bigger tier
  • Two ways to joinSteam Game ID, or IP, port and password
  • Every PC storefrontSteam, Epic, GOG and Microsoft Store together
  • Mods supportedmod.io and the Steam Workshop beta
  • Bring your worldUpload a save from single player or another host
  • Offsite backupsThe last 7 days kept for you
  • 24/7 support in 9 languagesHosting game servers since 2004

Run it from the browser

Your Core Keeper Server Hosting Control Panel

The dedicated server runs in our web panel, so there is no PC to leave switched on: change the world settings, upload a save, update after a patch and restore a backup from the browser.

Gaming Deluxe game server control panel with the server menu, connection details and Stop and Restart buttons

The Gaming Deluxe control panel, pictured with a Windrose server. Core Keeper servers use the same panel and menu.

Configuration Files

Set the world name, seed, world mode and season, and the password for direct connections. Stop the server first, because changes made while it runs are not applied.

File Manager and SFTP

Upload a world from single player, add mods for the whole group, or download a copy of your save with WinSCP or FileZilla.

Steam Update

Pull the newest Core Keeper Dedicated Server build after a patch, so players on the new version can join.

Log Viewer

Read the start-up log for errors and the connection details, or open GameID.txt in the File Manager to copy the Steam Game ID.

Scheduler

Restart the server at quiet hours. We suggest at least two restarts a day for a world that never sleeps.

Backup and restore

Back up before a major update or a new mod, and restore the earlier copy in a few clicks if something breaks.

Riders of the Underground

Core Keeper Server Hosting and the 1.3 Update

Core Keeper left Early Access with 1.0 on 27 August 2024 and has had three major updates since. The latest, 1.3 Riders of the Underground, arrived on 21 September 2026. This is what that history means for a hosted world.

1.321 September 2026Hotfix1.3.0.6 · 9 October 20261.027 August 2024

01

1.3, Riders of the Underground

Saddles turn cattle into mounts, the Hookshot pulls players across pits and water, and the new Moss sub-biome in the Forgotten Ruins brings the Orex and new pets.

02

Patches follow fast

Stability patches 1.3.0.3, 1.3.0.5 and the 1.3.0.6 hotfix followed within three weeks. Update the server with each one so players on the new build can still join.

03

1.0 worlds and Classic worlds

Early Access worlds became Classic worlds at 1.0 and are no longer supported. The Passage biome and the new story content only appear in worlds created on 1.0 or later.

04

Server features keep arriving

2025 brought direct connections for every PC storefront, IPv6 joining and an -activateallcontent argument for dedicated servers.

Mods & PC crossplay

Mods and PC Crossplay for Core Keeper Server Hosting

Core Keeper supports mods officially, through mod.io and, since update 1.2, an opt-in Steam Workshop beta. Crossplay is official too, but only between PC storefronts: Pugstorm states that the game does not currently support crossplay between PC and consoles.

Mods

Mods on a server

Upload server mods with the File Manager or SFTP. Pugstorm says mods keep working across PC storefronts as long as every player has the same mods installed.

Steam Workshop beta

Since 1.2 in February 2026, mods can also be loaded from the Steam Workshop, which Pugstorm runs as an opt-in beta while it improves the tools.

Updates can break mods

Pugstorm warns that game updates often leave mods unstable until their creators update them, and that the team cannot update mods itself. Check each mod before you update the server.

PC crossplay

Every PC storefront

Since August 2025, players on Steam, Epic Games Store, GOG and Microsoft Store can share one dedicated server through a direct connection with its IP, port and password.

The Steam Game ID

Steam players can also join with the server's Game ID. The game labels it a Steam Game ID, because only the Steam client can use it.

Consoles play apart

Console players cannot join a PC dedicated server, because Core Keeper does not currently support crossplay between PC and consoles.

SteamEpic Games StoreGOGMicrosoft Store

Memory, sized for you

RAM for Core Keeper Server Hosting

Pugstorm publishes no memory figures for the dedicated server, so the RAM on each plan is our own sizing. A Core Keeper server is light next to most survival games, and patch 0.7.5 cut dedicated server CPU load by a third, so the free 5GB tier covers smaller groups and the full 8 player plan steps up to 8GB.

  • A duo or a trio

    Plan: 4 Slots
    RAM included: 5GB

    When to add more: Not needed, even for a long-running world with a big base.

  • Five or six friends

    Plan: 6 Slots
    RAM included: 5GB

    When to add more: Consider 8GB once heavy automation runs in many parts of the map at once.

  • The full group of 8

    Plan: 8 Slots
    RAM included: 8GB

    When to add more: Step up to 12GB for a mod-heavy world or a very large explored map.

RAM tiers on the order form: 5GB, 8GB, 12GB, 16GB, 20GB, 24GB and 32GB. You can change tier later from the client area and your world stays in place.

Low ping, worldwide

Core Keeper Server Hosting Locations

Choose from 9 locations across the UK, France, Germany, the United States and Australia. Run the ping test from the PC you play on and pick the location that is closest for most of your group.

LondonUnited Kingdom · Europe -
ParisFrance · Europe -
FrankfurtGermany · Europe -
New York (Buffalo)United States · North America -
DallasUnited States · North America -
Los AngelesUnited States · North America -
ChicagoUnited States · North America -
MiamiUnited States · North America No test
SydneyAustralia · Oceania -

Always-On Protection

Core Keeper Server Hosting with DDoS Protection

Watch how our multi-layered defence system filters malicious traffic while legitimate connections pass through uninterrupted.

Internet DDoS Protection Game Server

Malicious traffic is filtered at the edge, while legitimate traffic passes through uninterrupted.

Malicious Traffic (Blocked)Legitimate Traffic (Allowed)

At Every Location
Included
Full Protection
Layer 3/4/7
24/7 Active Filtering
Always-On
Added Latency
<1ms

In every cavern

What Core Keeper Server Hosting Includes

No setup fee, and nothing extra to buy before you can dig. This is what comes with every Core Keeper plan, as listed on our order form.

  • Game serverPugstorm's Core Keeper Dedicated Server, kept current with Steam Update
  • Player slots4, 6 or 8, matching Core Keeper's 8 player limit
  • Memory5GB on 4 and 6 slots, 8GB on 8; tiers up to 32GB
  • Storage100GB NVMe at 7,500MB/s, upgrades to 200GB and 14,000MB/s drives
  • Processor5.0GHz included, with 5.2GHz+ and 5.6GHz+ options
  • Locations9 to choose from, one price everywhere
  • FilesFile Manager and SFTP for worlds, configs and mods
  • BackupsBackup and restore in the panel, plus offsite copies of the last 7 days
  • ProtectionDDoS protection at every location
  • Support24/7 tickets from a team that has hosted game servers since 2004

Optional upgrades

Added at checkout, billed with your plan.

  • Memory AllocationTiers up to 32GBtiered
  • Hard DiskNVMe 14,000Mb/sfrom $7.06
  • CPU Clock Speed5.2GHz+ - 5.6GHz+from $7.06
  • CPU PriorityHigh CPU Priority - Realtime CPU Priorityfrom $7.06
  • VIP Ticket Priority SupportPrioritise My Ticket Pleasefrom $2.82
  • Disk SpaceUp to 120GB - Up to 200GBfrom $9.89

Each card includes the RAM shown. Bigger RAM tiers up to 32GB are on the order form, along with faster CPUs and more disk. All 9 locations cost the same, so pick the one closest to your group. Prices read from our order form on October 22, 2026. Taxes, if any, are shown at checkout.

Built for explorers

Core Keeper Server Hosting Features

What a rented server changes for a Core Keeper group.

Drop-in co-op, always on

Friends come and go whenever they like, and the world keeps running between sessions.

Every PC storefront

Steam, Epic, GOG and Microsoft Store players in one world by direct connection.

Bring your own world

Upload the world you started in single player or with another host and carry on digging.

Mods for the whole group

Run the same mods on the server and for every player, from mod.io or the Workshop beta.

Backups before updates

Back up before a major update and roll back if a mod is not ready for it yet.

DDoS protection

Attack traffic is filtered before it reaches the server, so the cavern stays open.

Before your first dig

Core Keeper Server Hosting Essentials

Five things worth knowing before your first dig.

  1. Two ways to join

    Steam players can use the Game ID. Players on Epic, GOG or Microsoft Store connect directly with the IP, port and password.

  2. A new world for the full game

    Pugstorm recommends a fresh world: The Passage and the 1.0 story only appear in worlds made on 1.0 or later.

  3. The same mods for everyone

    Every player needs the same mods as the server, in the same versions.

  4. Admins from the pause menu

    Make a trusted player an admin from the pause menu. Admins can ban players and regenerate the Game ID.

  5. Stop before you save

    Settings changed while the server runs are not applied. Stop it, edit, save, then start it again.

Answers

Core Keeper Server Hosting FAQ

Short answers to what new Core Keeper server owners ask us most.

Getting started

How quickly is my Core Keeper server ready?

The server is created automatically once your payment clears, usually within 20 minutes, and the control panel login arrives by email.

How do my friends join?

Steam players choose Join Game and enter the server's Game ID. Players on Epic Games Store, GOG or Microsoft Store connect directly with the server's IP, port and password, which works for Steam players too.

Can I upload my existing world?

Yes. Stop the server, upload the world with the File Manager or SFTP, set it as the world to load and start the server again. Keep the server updated: in March 2026 Pugstorm fixed character data reverting when a world was copied from one server or host to another.

Which location should I choose?

Run the ping test on this page from the PC you play on. The lowest result for most of your group is the right pick, and all 9 locations cost the same.

Players, crossplay and mods

How many players can join a Core Keeper server?

Core Keeper is a 1 to 8 player game, so our plans have 4, 6 or 8 slots. The full group of 8 is the most the game is made for.

Can console players join my server?

No. Pugstorm states that Core Keeper does not currently support crossplay between PC and consoles, so a PC dedicated server is for PC players.

Can players on Epic, GOG or Microsoft Store join?

Yes, since August 2025. They join by direct connection with the server's IP, port and password, and mods work across storefronts as long as everyone has the same ones installed.

Can I use mods on my server?

Yes. Core Keeper supports mods through mod.io and, since 1.2, an opt-in Steam Workshop beta. Install the same mods on the server and for every player, and check them after each game update.

Worlds and updates

Should I start a new world after 1.0?

Pugstorm recommends it. Early Access worlds became Classic worlds, which are no longer supported, and The Passage and the 1.0 story only appear in worlds created on 1.0 or later.

Can I set the world mode or season?

Yes. The dedicated server takes both as settings and accepts readable values, such as Hard for the world mode and Easter for the season, as well as numbers.

What happens when Core Keeper updates?

Stop the server, run Steam Update and start it again, so it matches the version players run. Major updates such as 1.3 are often followed by stability patches within days, so expect a few updates in a row.

Billing

How much does Core Keeper server hosting cost?

The 4 slot plan with 5GB of RAM is the cheapest, at $4.20 a month. The plans above show every size for 1, 3, 6 or 12 months, and the longer terms cost less per month.

Can I upgrade my plan later?

Yes. Move to more slots or more RAM from the client area at any time, and your world stays where it is.

Is there a contract?

No. Monthly billing renews month by month and you can cancel whenever you like. The 3, 6 and 12 month terms are paid upfront for a lower monthly rate.

The complete guide · 6 min read

Core Keeper Server Hosting: A Complete Guide

This guide explains how a hosted Core Keeper world works on 1.3: why a dedicated server helps, how players join from different storefronts, which world settings matter, and how to look after mods, updates and backups for a group of up to 8.

By , Owner, Gaming DeluxePublished · Updated

In this guide
  1. Why Run a Core Keeper Dedicated Server
  2. Core Keeper From Early Access to 1.3
  3. How Players Join: Game ID or Direct Connection
  4. World Settings, Seeds and Seasons
  5. Classic Worlds or a Fresh 1.0 World
  6. Slots, RAM and a Party of Eight
  7. Running Mods on a Core Keeper Server
  8. Admins, Backups and Updates
  9. What to Compare Before You Rent a Core Keeper Server
  10. Core Keeper Server Glossary
  11. Core Keeper Server Help and Next Steps

Why Run a Core Keeper Dedicated Server

In ordinary Core Keeper multiplayer, one player hosts the world and everyone else joins with a code. Pugstorm's own FAQ is clear that the host must be in the world for others to play, so the cavern closes whenever the host does. With players in different time zones or on different schedules, that means half the group is always waiting.

Dedicated servers fix that. Pugstorm released them on 11 May 2022, during Early Access, so that multiplayer worlds could be reached at any time without a host in the game, and the Core Keeper Dedicated Server has had regular improvements since. The Steam page sums up the result: 2 to 8 player drop-in, drop-out online co-op, with the option to host your own dedicated server.

You can run that server at home, but it means leaving a PC on and sharing your connection with the whole group. A rented server lives in a data centre with a fixed address, steady bandwidth and DDoS filtering, and you manage it from a web panel.

Core Keeper From Early Access to 1.3

Core Keeper has changed a lot since it entered Early Access, and some of those changes affect how a server should be set up.

Milestones from Pugstorm's announcements on Steam
DateMilestoneWhat it means for a server
8 March 2022Early Access on SteamPlayer-hosted co-op only
11 May 2022Dedicated servers (0.3.12)Worlds online without a host; admins and bans from the pause menu
27 August 20241.0 and the console launchNew world generation and seeds; Early Access worlds become Classic
10 March 20251.1, Bags & BlastsAn ARGUMENTS.txt file documents the server's command line arguments
25 February 20261.2, Void & VoltageMods can load from the Steam Workshop, as an opt-in beta
21 September 20261.3, Riders of the UndergroundMounts, the Hookshot and a new mods menu with load order

Each major update has been followed by a run of stability patches. After 1.3 came 1.3.0.3 on 29 September, 1.3.0.5 on 7 October and the 1.3.0.6 hotfix on 9 October 2026, the newest at the time of writing.

How Players Join: Game ID or Direct Connection

A Core Keeper dedicated server offers two ways in, and since August 2025 they cover every PC storefront the game is sold on.

MethodWho can use itWhat players need
Steam Game IDPlayers on the Steam versionThe Game ID, entered under Join Game
Direct connectionPlayers on Steam, Epic Games Store, GOG and Microsoft StoreThe server's IP, port and password

The server writes its Game ID to a GameID.txt file and its log to CoreKeeperServerLog.txt, both of which you can open in the File Manager. Since patch 1.1.2.3 a Game ID can be as short as 15 characters, and a server can be set to accept players from specific PC platforms only. Patch 1.1.2.4 added joining by IPv6 address. Admins can regenerate the Game ID from the pause menu if it has been shared too widely.

World Settings, Seeds and Seasons

Core Keeper 1.0 brought a new world generation system. When a world is created you can change settings such as the number of caverns, ore density and biome chaos, which controls how much the biomes overlap, and every world has a seed that can be shared. A dedicated server can create such a world too: since patch 1.0.0.6 it accepts ordinary text as a world seed, and its README explains how to set custom world generation parameters.

  • World mode: set with a readable value such as -worldmode Hard, or the matching number.
  • Season: seasonal events can be forced with values such as -season Easter.
  • Seed: a text seed, or -hashedworldseed to set the hashed seed directly.
  • Content: -activateallcontent activates every available content bundle automatically.
  • Reference: ARGUMENTS.txt in the server files lists every command line argument.

On our servers these settings live in the panel's configuration. Stop the server, change them, save and start it again, and remember that the generation settings only apply when a new world is created.

Classic Worlds or a Fresh 1.0 World

At 1.0 every Early Access world became a Classic world. You can still load one and keep playing the Early Access sandbox, but Pugstorm calls these worlds unsupported, and 1.0 worlds are where development happens. The Passage, the endgame biome that surrounds the underground, and the new story content only appear in worlds created on 1.0 or later, and 1.0 worlds are finite, so travel far enough and you reach it.

  • Keep a Classic world: fine for a group that just wants to keep building where it started.
  • Start fresh: Pugstorm's recommendation for the full story and the full 1.0 experience.
  • Do both: back up the Classic world, start a new one, and keep the old save for visits.

Slots, RAM and a Party of Eight

Core Keeper is built for 1 to 8 players, and its bosses scale with the size of the party. Pugstorm's 0.5.0 patch, for example, lowered boss health scaling slightly for 2 players and much more for 8. Our plans follow the game: 4 slots for a duo or a trio, 6 for a medium group and 8 for the full party.

The dedicated server is light by survival game standards, and patch 0.7.5 cut its CPU load by a third. Memory use grows with the size of the explored world and the amount of automation running at once, so the 4 and 6 slot plans include the free 5GB tier and the 8 slot plan includes 8GB. If the memory graph sits near the limit on a busy evening, step up a tier from the client area; your world stays where it is.

Running Mods on a Core Keeper Server

Core Keeper's mods come from mod.io and, since 1.2, from an opt-in Steam Workshop beta that Pugstorm plans to open fully once the tools are ready. On a dedicated server, mods are files: upload them with the File Manager or SFTP, and make sure every player runs the same mods in the same versions.

  1. Back up the server before you add or update a mod.
  2. Upload the mod files to the server and restart it.
  3. Check the log for errors before you invite the group.
  4. Keep the same load order on every PC; update 1.3 added a mods menu that shows it, and patch 1.3.0.5 fixed modded objects mixing up when the order changed.

Pugstorm is open about the risk: almost every update changes core game files, mods often stop working until their creators update them, and the team cannot update mods itself. Before a major update, check your mods' pages, take a backup and update the mods together with the server.

Admins, Backups and Updates

Admin rights are handed out in game: any admin can make another player an admin from the pause menu, ban players and regenerate the Game ID. Keep the list short and give it to players who are online often.

  • Updates: stop, Steam Update, start, after every patch and hotfix.
  • Backups: one before every update or new mod, on top of our 7 days of offsite copies.
  • Restarts: at least two a day from the Scheduler, at quiet hours.
  • Moving worlds: copy the world while the server is stopped, then start it and check the log.

What to Compare Before You Rent a Core Keeper Server

Core Keeper hosting offers look alike at first glance. These details decide how the server feels after a few weeks underground.

  1. Slots that fit the gameCore Keeper is made for groups of up to 8, so a bigger slot count is not a bigger party.
  2. Both ways to joinCheck that friends on other PC storefronts can connect directly, not only by Steam Game ID.
  3. File accessYou need a file manager or SFTP to upload worlds, mods and the occasional backup.
  4. RAM in the priceCheck how much memory each plan includes and what a bigger tier costs.
  5. Backups you can restoreFind out whether you can roll back yourself before a major update and how long offsite copies are kept.
  6. Billing termsCompare monthly and longer cycles, and look for setup fees and minimum terms.

Core Keeper Server Glossary

Dedicated server
Pugstorm's separate server program that keeps a Core Keeper world online without a host.
Steam Game ID
The code Steam players enter under Join Game to reach a server.
Direct connection
Joining with a server's IP, port and password, open to every PC storefront.
Classic world
A world from Early Access, still playable but unsupported since 1.0.
World seed
The value a world is generated from; sharing it recreates the same world.
Biome chaos
A world generation setting that controls how much biomes overlap.
The Passage
The endgame biome that surrounds the underground in 1.0 worlds.
mod.io
The mod platform Core Keeper uses alongside its Steam Workshop beta.

Core Keeper Server Help and Next Steps

Useful pages for setting up and running your world.

How this guide was made: researched from Pugstorm's announcements and patch notes on Steam and the Core Keeper Steam store page, drafted with AI assistance, checked against our live order form for every plan, price and location, and reviewed by Matthew Griffin before publishing. Something out of date? Tell us.

Sources, checked October 22, 2026:

  1. Core Keeper on Steam
  2. Welcome to Core Keeper Early Access!, Pugstorm (Steam, 8 March 2022)
  3. Answering your Core Keeper frequently asked questions, Pugstorm (Steam, 23 March 2022)
  4. Introducing dedicated servers for Core Keeper, Pugstorm (Steam, 11 May 2022)
  5. Patch notes 0.3.12 (dedicated servers, admins, bans), Pugstorm (Steam, 11 May 2022)
  6. Patch notes 0.5.0 (boss health scaling), Pugstorm (Steam, 10 November 2022)
  7. Patch notes 0.6.1 (world mode and season values), Pugstorm (Steam, 14 June 2023)
  8. Core Keeper 1.0 and console launch coming summer 2024 (platforms), Pugstorm (Steam, 14 November 2023)
  9. Patch notes 0.7.5 (dedicated server CPU load), Pugstorm (Steam, 5 June 2024)
  10. 5 things to know about Core Keeper PC 1.0 (Classic worlds), Pugstorm (Steam, 14 August 2024)
  11. Core Keeper 1.0 is out now, Pugstorm (Steam, 27 August 2024)
  12. Patch notes 1.0.0.6 (text world seeds), Pugstorm (Steam, 7 September 2024)
  13. Troubleshooting: a reminder about mods, Pugstorm (Steam, 25 November 2024)
  14. 1.1.0 major update, Bags & Blasts (ARGUMENTS.txt, -hashedworldseed), Pugstorm (Steam, 10 March 2025)
  15. 1.1.2.3 patch notes (direct connections, 15 character Game IDs), Pugstorm (Steam, 14 August 2025)
  16. More ways to play with friends using dedicated servers, Pugstorm (Steam, 14 August 2025)
  17. 1.1.2.4 patch notes (IPv6, -activateallcontent, no PC-console crossplay), Pugstorm (Steam, 9 September 2025)
  18. Upcoming modding changes and the Steam Workshop, Pugstorm (Steam, 9 December 2025)
  19. 1.2.0.3 major update, Void & Voltage (Workshop mods), Pugstorm (Steam, 25 February 2026)
  20. 1.2.0.6 stability patch (copying worlds between servers), Pugstorm (Steam, 16 March 2026)
  21. Core Keeper's 1.3 update, Riders of the Underground, is live, Pugstorm (Steam, 21 September 2026)
  22. 1.3.0.1 major update patch notes, Pugstorm (Steam, 21 September 2026)
  23. CK 1.3.0.6 hotfix, Pugstorm (Steam, 9 October 2026)
  24. Gaming Deluxe order form, Core Keeper Dedicated Server