12 May 2026

Stormforge Server Hosting: What to Expect Ahead of the Q1 2026 Early Access Launch

Stormforge, the Stormlight-inspired co-op survival sandbox, is locked in for Steam Early Access in Q1 2026 with confirmed self-hosted server support. Here's the honest state of what we know, what's still unknown, and when LOW.MS plans go live.

If you've been watching the upcoming co-op survival slate, Stormforge probably needs no introduction. It's the cel-shaded fantasy survival sandbox from Roboto Games, inspired by D&D and Brandon Sanderson's Stormlight Archive, built for crews of up to 8 players, and Steam Early Access is locked in for Q1 2026. I've had a few people ask when we'll have hosted plans live, so here's the honest state of things.

What Stormforge actually is

A co-op survival crafting game set in a procedurally generated fantasy world called Sorana, with a heavy magic-storms theme. You and your friends drop in and spend your time exploring, gathering, crafting, building strongholds, riding out the storms, and taking down whatever the world throws at you. Standard survival-sandbox loop, but with the kind of moddable, lore-heavy setting the Stormlight community has been waiting for since The Way of Kings came out back in 2010.

Roboto Games have been running closed multiplayer playtests through 2025 and signups for the next round are still open on the official site, so if you want hands-on time before EA hits, that's the route in.

What we know about server hosting

Here's the part that matters for us:

  • Self-hosted server support is confirmed at Early Access launch. That's a rare commitment for an indie EA game. Most projects ship P2P-only and promise dedicated servers "later" (sometimes never). Stormforge has been explicit that day-one customers can stand up their own world.
  • LAN co-op is in scope too. Useful for local crews, but the dedicated-server build is the one that matters for 24/7 hosted play.
  • Steam Workshop integration is confirmed in the game's Steam feature list, alongside a built-in level editor. That's a solid modding foundation, and Workshop support usually means we can wire it cleanly into our panel's Mod Manager once the server build is public.

That's the honest list. We don't have the SteamCMD app ID for the server binary yet (the game's appid is 2826790, but most projects ship a separate server SKU). We don't have config-file paths, port numbers, or RAM requirements. Anyone telling you those specifics right now is either guessing or quoting numbers from a different game. I'd rather wait until the binary actually drops than publish made-up specs.

When LOW.MS plans go live

The short answer: the moment the dedicated server build is publicly available on Steam, we'll have plans up.

The slightly longer answer: as soon as the EA build drops we'll pull it down, get it running on a test box, work out the port set and config layout, and turn it into a proper template in our control panel. Realistic timeline from "EA goes live" to "plans visible on the site" is usually 1–3 weeks for a brand-new game, sometimes faster if the studio ships a clean dedicated-server tool.

Everything we ship with will be the standard LOW.MS package: hosted on our Windows + TCAdmin infrastructure at control.low.ms, with automatic cloud backups, DDoS protection, your pick of region at checkout, and 24/7 support.

What to do in the meantime

Two practical things:

  1. Wishlist Stormforge on its Steam page. When the EA build drops you want the notification, and the wishlist count matters to Roboto.
  2. Sign up for the playtest at the official site if you want hands-on before EA. That's the fastest way to find out whether this is going to be your crew's next survival game or whether it isn't.

If you've got specific questions about how we'll handle Stormforge hosting once it's live (mods, world transfers, anything specific), drop a support ticket and we'll add it to the launch-day plan.

Join our Discord to chat with our staff and community!
Join Discord