29 May 2026

Sons of the Forest Co-op Guide for Dedicated Servers

I've run a few Sons of the Forest co-op groups now, and the things that break a playthrough are never the ones you expect. Here's the practical stuff I wish someone had told me before I spun up the first server.

I've run a few Sons of the Forest co-op groups through to the ending now, and the things that make or break the experience aren't the obvious ones. It isn't the cannibal AI, it isn't whether your builder can craft a defensible base, and it's definitely not the story beats – half the group will miss those anyway because they're busy arguing with Kelvin. The thing that decides whether your group actually finishes a playthrough is whether the world survives between sessions. That's it. Everything else flows from that one decision, and the decision is whether you host peer-to-peer or you put the save on a dedicated box.

This is a guide for the latter. If you're running a group – four mates, eight clanmates, whatever – and you want the island to still be there next Tuesday with everyone's tree forts intact, here's what I've learned.

Persistence is the real co-op feature

SotF technically supports peer-hosted co-op. One of you opens the game, the rest join. It works. It is also the single biggest reason co-op groups stall out halfway through, and I'll die on this hill.

The problem isn't technical – the problem is scheduling. If Adam is the host, the session only exists when Adam is online. Adam got called in to work on Thursday? No SotF. Adam's on holiday? No SotF for two weeks. Adam has a power cut? Everyone's base is inaccessible until the lights come back. And if Adam ever wants to actually play the story alone for an hour, he's splitting the save timeline into branches that have to be manually reconciled later.

A dedicated server decouples the world from any single player. The island is always there. Any combination of your group can hop in whenever – two of you at 11 pm, one of you at 6 am the next morning, all eight of you on a Saturday night. Everything everyone built, killed, looted, or scared Kelvin into doing is still there. Endnight's server binary is a separate free download under Steam's Tools menu (you don't need a copy of the game to host), so on LOW.MS we just run the official build for you and surface the config through the panel.

For a group that meets weekly, persistence is the difference between a 40-hour playthrough you finish and a 12-hour playthrough you abandon. I'm not exaggerating – I've watched it play out three times.

Dividing roles (and yes, personalities)

SotF's loop is deep enough that specialisation pays off, and groups that naturally lean into roles have a much better time than groups where everyone tries to do everything. Here's the rough shape I've seen work:

  • The Builder. One person who genuinely enjoys logistics, log-stacking, and reading the building tool instead of fighting the tutorial. They plan the base, they run perimeter defences, they care about stick spike upkeep. Without them your base is three log cabins that don't connect.
  • The Hunter–Forager. Does food runs, keeps fires lit, manages the meat drying rack, takes the first shift on cannibal patrol. In a bigger group this can split into a dedicated hunter and a dedicated cook, but in a 4-player crew they're the same person.
  • The Kelvin-Handler. This is unironically a role. In multiplayer the world is limited to one Kelvin (Virginia spawns separately and shows up later), and if the whole group is ordering him around he will do nothing productive and half your logs will end up underwater. Pick one person. Their word is Kelvin-law.
  • The Story-Chaser. Someone has to actually do the cave descents, pick up the GPS trackers, and push the narrative forward. This is often the host or the most experienced player. Crucially – they need buy-in from the group not to solo major story beats while everyone else is asleep.
  • The Medic / Pack Mule. Not a glamour role, but on Hard difficulty the person who carries spare medkits and bandages saves runs. You know who this is in your friend group. It's the reliable one.

The honest bit: these roles track personality more than they track skill. The friend who can't sit still for five minutes will never be your builder. The friend who organises spreadsheets in real life is absolutely your Kelvin-handler. Don't fight it.

Difficulty and group size

SotF gives you Peaceful, Normal, Hard, and Custom, and the group-size dynamic matters more than the number attached to each:

  • 2 players – Normal is already a challenge. Cannibal raids can feel oppressive because there's no one to cover you when you're drinking. Hard is punishing without being interesting; I'd stay on Normal and use Custom only to extend day length.
  • 4 players – The sweet spot. Normal is paced well, Hard starts to feel earned. You've got enough bodies to split tasks but not so many that the base looks like a conga line.
  • 6 players – Hard starts making sense. Cannibal encounters become actual skirmishes. Base-building gets ambitious. Inventory clutter and voice-chat noise become real factors – consider a dedicated-channel setup on Discord so you can hear someone scream "behind you" through the panic.
  • 8 players – The hard cap of the engine, and honestly it changes the game's tone. It becomes less horror, more chaotic sitcom. Custom difficulty with cranked enemy stats helps restore tension; otherwise cannibals die to focused fire before anyone's scared. 8 is great for a community server or a public game, less great if you want the 1 am "I can hear breathing" moments.

Whatever you pick, set it on Day 1 and don't respec. Custom sliders can only be changed by the host on session start in some configurations, and retroactive difficulty changes don't rebalance existing enemies or your skill levels (players now cap at strength 100 post-1.0, which scales melee and tree chop by 1% per level, so mid-run changes compound weirdly).

Save management, and the part most groups get wrong

SotF's save system is portable, but with asterisks that bite groups who don't read them.

Local multiplayer saves live under AppData\LocalLow\Endnight\SonsOfTheForest\Saves\<SteamID>\Multiplayer\<saveID>. You can lift that folder out and drop it onto a dedicated server's Saves/DedicatedServer/Multiplayer/ directory, then point the server config at the save name. We have a dedicated walkthrough for this because every group asks about it.

The catch – and this is the bit that catches everyone – only the world transfers cleanly. Structures, world items, dead cannibals, open caves. Player inventory and position data live in a separate slice that doesn't survive the move. If your group has been peer-hosting for five sessions and you migrate to dedicated, everyone respawns on the beach with starter gear. Plan for it: run one session before the move where everyone dumps their good loot into a communal chest at the base. I cannot tell you how many groups forgot this step and lost two full sessions of gear.

Once you're on dedicated, back up before anything risky. Endnight still push meaningful balance patches (Patch 08 touched electric fences and added the large trap; construction network optimisations landed in 1.0 but the game's still alive), and while my migrations have always been clean, "always" is doing a lot of work in that sentence. The panel's Cloud Backup tool is the boring answer – set it to daily, forget about it, thank yourself when someone accidentally demolishes the main hall with a grenade. Which also happens.

If you're tweaking server settings, the configuration reference lives in the KB; default port is 27015 UDP plus 27016 for query.

Co-op pain points that nobody warns you about

Stuff that has actually ruined sessions for my groups:

  • Kelvin and the treehouse. He does not register structures built on trees. If you ask him to finish a platform, or to drop logs near a tree supporting a build, he'll cut the tree. Solution: lead him away from anything structural with a "follow" command, then assign him a task that doesn't involve trees at all. Stick-gathering is safe.
  • Virginia's gun duplication bug. Give her your pistol or shotgun, die while she's holding it, and you respawn with your gun and she keeps hers. Funny once, annoying forever. If you care about the world's integrity, don't arm Virginia; it's also harder to get her to spawn reliably in multiplayer anyway.
  • Cannibal structure damage post-1.0. The 1.0 patch rebalanced enemy structure damage and fixed some cannibal types (creepies, demons, large females) that previously couldn't damage your base. If you built a wooden wall-farm on an old save pre-patch, it's probably overbuilt for what the AI does now. If you're starting fresh post-1.0, don't skimp on defences assuming enemies are toothless.
  • Respawn and death behaviour. Dying in multiplayer drops your inventory at the death site and the group can revive you. Fine on Normal. On Hard, a wipe inside a cave can strand loot 200 metres underground. Run with a buddy on story caves.
  • Friendly fire. Yes, it's on by default. Yes, someone will axe their mate. Manage expectations early.
  • Name tags when crouching. Post-1.0 hides them, which is a small QoL thing but means your group needs a proper "call out positions" habit or you'll shotgun each other in a dark cave. See previous point.

When a quirk looks like a bug rather than a feature, the SotF troubleshooting KB is the first stop before anyone tweets at Endnight.

The host's toolbox

You don't need much to run a happy group, honestly, but three panel features earn their keep on SotF specifically:

  • Cloud Backup for the save-disaster scenarios already mentioned. Set daily, don't think about it.
  • Steam Update for patch days – Endnight's cadence is unpredictable but patches do ship, and a group doesn't want to debug "why can't I connect" when the server is one click away from being current.
  • Web Console for the sessions where someone needs a server restart and the usual host is asleep. Any authorised crew member can bounce the server from a browser.

We've been hosting SotF since the dedicated-server patch dropped in 2023, and the toolset has only gotten better since. None of it is magic – it's just infrastructure that removes the small friction moments that otherwise pile up and kill a group's momentum.

The game is genuinely great with the right crew. Persistent world, clear roles, sensible difficulty, backups you trust. Do those four things and you'll actually get to see the ending.

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