Game Hosting home

Valheim World Files: Identify and Copy a Complete Save

Identify Valheim world files, preserve the complete 1.0 folder, and test a copy safely before you move or replace a shared world.

Difficulty
NormalDifficulty Normal
Time to do
12 min
Reading
8 min
Updated
By
Game Hosting team

You will need

  • Access to the world save folder
  • Enough destination disk space for a full copy
  • Permission to stop the server or use a consistent backup
  • A way to join the copy before retiring the original

A Valheim 1.0 world is a folder of coordinated save files, not a single database you can safely move by itself. Copy the whole folder, preserve the source, then load the duplicate and have a player compare a familiar landmark before you replace or delete anything. This reference shows how to recognize the pieces, handle an older .db/.fwl pair cautiously, and check a copy without claiming that every file set can be recovered.

Separate a world save from a character save#

A world save belongs to the shared map and the state your crew builds there; a character save belongs to one player. Copying the wrong one can preserve a Viking but leave the shared world behind. If you first need to find which PC, Game Pass, or server location contains the active save, locate the active Valheim save before moving files.

For a dedicated server, the startup option -world selects the world name, while -savedir selects the save directory. The official dedicated-server manual documents those arguments. They tell the server where to look; they do not mean that every file with “world” in its name is interchangeable.

A character file cannot substitute for the world’s files. Likewise, a directory you copied months ago may not be the world currently loaded by the server. Check the active world name and save directory in the server’s actual launch configuration first. If the server unexpectedly opens a fresh or different world, use the wrong-world checklist before changing the save.

Keep each numbered set of Valheim world files together#

In a 1.0 dedicated-server save, the world is a directory under worlds_local/<WorldName>/. A copied folder we loaded on the 1.0.20 dedicated server contained this set:

Example file What to do with it
_main.1.fwl2 Keep beside the other files with the same number.
_main.1.db2 Keep with its matching numbered files; do not copy it alone.
_main.1.chunks and _main.1.ok Preserve them with the same save generation.
00_00__0_1.chunk Keep terrain chunk files from the same folder in the copy.

This table identifies observed names, not a full specification of Valheim’s binary formats. File sets can contain more than one numbered generation and more than one terrain chunk. Compare every name before copying so _main.2.* files do not get mixed with _main.1.* files from another date. The .ok suffix is not a standalone guarantee that the world is healthy; keep it because it arrived with the save set.

We copied a complete disposable world directory into a separate save path and started the 1.0.20 dedicated server with that world selected. The log recorded the world name, unpacked the database, loaded its locations, and reached “Game server connected.” That confirms the server process loaded this copied folder. We did not join with a player client, so this check does not confirm what a player saw in the world.

Treat automatic backup folders as candidates#

You may find a separate folder named like <WorldName>_backup_auto-<timestamp> beside a world folder. Treat it as another possible copy to inspect, not proof that the files are complete or will load. A timestamp or familiar suffix does not confirm which copy was active when your crew last played.

Before choosing one, compare its full set of files and save-generation numbers. Keep it separate from the current world while you test it. If the server loads a new world instead of the expected one, stop and compare the selected -world name and -savedir with the folder you intended to use. A backup is useful only after the server opens it and a player recognizes the expected world.

Do not merge an automatic backup with the current folder to “fill in” missing files. Different copies can represent different save moments. Combining them may create a set that never existed together. Keep an offline copy of the whole folder in addition to any server-side candidate.

Copy the complete folder from a consistent point#

A live server may be writing the world while you copy it. That can leave files from different moments even when every expected filename appears. If you control the server, stop it cleanly before copying. If you cannot stop it, use a backup created as one consistent set rather than selecting files one at a time.

  1. Confirm which world is active

    Read the server launch configuration and note the exact -world name and -savedir. For a PC save, confirm the active location first using the operating-system instructions in the save-location guide. Do not assume the default directory is still active if the server has custom startup arguments.

  2. Keep the source untouched

    Stop the server if you administer it, or select a complete backup made at one point in time. Make a second copy for testing. Keep the original folder and record its names and sizes before uploading or changing anything.

  3. Copy one whole world folder

    Copy the complete <WorldName> directory, including all numbered main files, markers and chunk files. Do not pull a newer .db2 from one folder and an older .fwl2 from another. Confirm the destination contains the same file names and that the transfer finished before starting the server.

  4. Point the test server at the duplicate

    Select the copied world’s name with -world and the destination save directory with -savedir. Check the startup log for the selected world name and a successful load. If it creates a new world or fails to load, stop; do not let a fresh save overwrite the source you are trying to preserve.

A matching file count is a useful transfer check, but it is not a restore test. Large files can still be truncated, and the server can load a different world if its launch arguments point elsewhere. Keep the copy and original in distinct directories until the in-game check below succeeds.

Keep old .db and .fwl saves separate#

Older Valheim worlds may appear as a .db and .fwl pair rather than the 1.0 folder layout. Iron Gate’s Valheim 1.0 FAQ says worlds from older versions remain playable. It does not describe the exact conversion procedure, where a converted copy is stored, or whether a particular provider’s import tool accepts every pair.

That distinction matters if you are moving a long-running world. Preserve both original files together and test a duplicate with the current game or dedicated server. Do not rename the pair to .db2/.fwl2, combine it with files from a newer folder, or delete it because a converted copy appears. If the test does not load, keep the originals and check the version-specific official guidance rather than experimenting on the only copy.

Load the copy and compare a familiar landmark#

The test is complete only when the selected duplicate loads and a player can recognize the same world. Start with a place your crew knows, such as the first base, a named portal, a shoreline or a structure visible in the old world. The server’s “connected” message is useful evidence that it read a save; it cannot show you what a player sees.

Join the test copy with the same platform and crossplay route your group normally uses. Compare the landmark and any recent changes before you let everyone return. If the server loads a blank world, a starter location, or the wrong base, stop it and check the world name, save directory and copied folder before trying again. Do not “fix” a mismatch by merging the questionable copy into the original.

The dedicated-server process test for this guide loaded a complete copied folder on Valheim 1.0.20, but no client joined and no landmark was visually confirmed. The old .db/.fwl conversion path was not tested either. Use the steps above on your own disposable copy; these limits are why this page does not promise that every backup or legacy pair will load.

Use a panel import when you want help managing the copy#

If you would rather manage the server copy through a game panel, Valheim hosting options include a World manager that can import a complete 1.0 world folder. The panel backs up the active world before replacing it, which gives you a separate server-side checkpoint for the import. Keep an offline copy as well; a panel backup is not a guarantee that a particular save or legacy format will load.

After an import, apply the same check as a manual move: confirm the selected world name, start the server, and join with a player to compare a familiar landmark. A panel can organize the server-side files, but it cannot make an incompatible save compatible or prove the player-facing result for you.

\n

Quick answers

Is a Valheim world one file or a folder?

A Valheim 1.0 world is stored as a folder of coordinated files. Copy the folder as a unit and keep the source until the duplicate has been checked.

Can I copy only the .db2 file?

No. Keep the numbered main files, marker and chunk files that belong to the same save generation together.

Can Valheim 1.0 still play an old .db and .fwl world?

Iron Gate says older worlds remain playable, but its FAQ does not document the conversion process. Test a duplicate and preserve the original.

Are automatic backup folders guaranteed to load?

No. A backup name only helps you identify a candidate; validate a copy before relying on it.