10 July 2026

Valheim 1.0 Server Hosting: Deep North, Crossplay & What to Expect

Valheim 1.0 and the Deep North biome land September 9, 2026, bringing PS5, Switch 2 and full crossplay. What it means for your dedicated server: the crossplay-vs-mods decision, why your existing world won't auto-fill with Deep North, and how to prep before launch.

Valheim finally has a finish line. Iron Gate and Coffee Stain have put a date on 1.0 – September 9, 2026 – and it lands with the Deep North, the last major biome, which closes out the progression that started back in early access in 2021. We've hosted Valheim since day one, through every one of those updates, and I'll say up front: this one is a bigger deal for server owners than a normal biome drop, because two separate things arrive on the same day. The final biome, and consoles.

Here's what's actually coming, and more importantly, what you as a server admin need to think about before the ninth.

What Deep North actually adds

The Deep North is the frozen cap at the top of the map, and it plays coy – it opens as quiet snowfields and icy mesas before turning into one of the meanest places in the game. You're looking at abandoned villages, underground tunnel networks, and a fresh enemy roster: Gammeltrolls (huge ancient trolls that lob tree trunks at you and turn to stone when they die), the burrowing Elakingar down in the tunnels, and Viking ghosts tied to the final boss that caps the story.

On the gear side there's three new armour tiers, a set of Nord weapons, a Frostfire crossbow, and – the one people are most excited about – a grappling hook for getting around the vertical, broken terrain up there. It's a proper send-off for the game rather than a quiet patch.

For a server owner, the takeaway from all that new content is simple: more world, more assets loaded, more to keep an eye on with memory. More on that below.

The console launch is the real story for server owners

This is the part that changes things. Valheim 1.0 brings the game to PlayStation 5 and Nintendo Switch 2 alongside the existing PC, Linux and Xbox versions, and it does it with full crossplay across every platform. A hosted, always-on server is genuinely the cleanest way to get a PC player, an Xbox player, a PS5 player and someone on a Switch 2 into the same world and keep it running when everyone logs off.

But there's a decision baked into that, and it's one you want to make on purpose rather than trip over. Crossplay and BepInEx mods can't run at the same time – they never have. A crossplay server can't load BepInEx mods because your console players have no way to install them. Up to now that was mostly a Steam-versus-Xbox question. With PS5 and Switch 2 joining, it's a much bigger fork in the road:

  • If you want your console friends in the world, you're running vanilla. No mods, full stop.
  • If your group is all on PC and you live for the mod scene, keep crossplay off and mod away.

There's no clever workaround. Decide which world you're running before you invite people, because switching later means either kicking your console players or stripping your mods. Our mod installation guide covers the modded path, and the server settings guide covers where the crossplay toggle lives.

Your existing world won't magically fill with Deep North

This is the question we'll get most, so let me get ahead of it. If you've been playing on the same world for a year and you're expecting to log in on September 9 and find the Deep North waiting on your doorstep, that's not how Valheim works, and it catches people out with every biome update.

Valheim builds the world zone by zone, the first time anyone loads each zone. Once a zone is generated it's written to your world file with its terrain and biome baked in, and the game never goes back and re-evaluates it. So when Iron Gate ships Deep North, the new generation only applies to zones nobody's visited yet. Anywhere you've already explored stays exactly as it is – which is good news for your base, it's not going anywhere.

What changes is that the invisible "wall" of placeholder terrain that used to stop you sailing into the far north gets removed. So the way you actually experience Deep North on an existing world is to head north into water and land you haven't explored yet. Those fresh zones generate with the full 1.0 content. If your base already sits right at the old northern edge, the unexplored zones just past it will have it.

If you've already explored the whole northern stretch and you want Deep North content forced into those already-generated zones, that's possible but it's a different job. It takes a world-editing tool (the community's Upgrade World, with its upgrade deepnorth command), it has base protection built in but it can still shift terrain and rivers around, and it's a BepInEx tool – which on our servers means it goes through support rather than a self-serve upload, since we block customer .dll uploads for security. So if that's the route you want, take a backup and open a ticket, and we'll walk through it or run the pass for you. Honestly, though, for most groups the easy answer is either sail into fresh territory or start a clean 1.0 world.

Should you start fresh?

There's no forced wipe – your world carries over and 1.0 will happily load it. But "it loads" and "it's the best way to see the final biome" aren't the same thing. A brand-new 1.0 world generates every zone under the new rules, so the whole map, not just the north, reflects the finished game. If your current world is long in the tooth or your group's been drifting anyway, a fresh start on launch day is a clean way to experience the ending as intended, and everyone progresses together.

If you've got a base and a world you're attached to, keep it – just take a manual backup from Cloud Backup in the panel first, so you've got a safe point before the update touches anything. And if you want to bring a local single-player world up to the server to continue it, our world upload guide covers that.

A short prep list before September 9

None of this is urgent today, but a few minutes now saves a scramble on launch day:

  • Take a manual backup once you know the date's close. Cloud backups run automatically, but a manual one gives you a labelled pre-1.0 point that won't rotate out.
  • Make the crossplay-versus-mods call and tell your players, especially if console friends are joining.
  • If you run mods, expect them to break on the update. A version bump this size means BepInEx and most Thunderstore mods will need updating before they work again – that's normal, not a fault. Plan to run vanilla for a few days and add mods back as authors ship 1.0 builds. Our top Valheim mods list is a good place to watch for what's caught up.
  • Glance at your RAM if you run big builds or a heavy modlist. Vanilla Valheim is light, but the final biome plus a sprawling base plus mods adds up, and you can bump memory from the panel any time. Options are on the Valheim hosting page.
  • On the day itself, updating is just stop, Steam Update, start. Expect the usual launch-day version-mismatch window where clients update before your server does and throw "failed to connect" – update the server and it clears. Our connection troubleshooting guide has the detail.

That's the whole server-owner picture. Deep North is the content, but the console launch and the crossplay-or-mods decision are the parts that actually shape how you set your server up, and the existing-world question is the one worth understanding before your players start asking why the north looks the same. We've run Valheim servers since the game launched and we'll be on the new build the day it drops – if you want to get a world going before then, the getting started guide will have you up in a few minutes, and plans are on the Valheim hosting page.

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