Hytale: Can't connect to server — every fix
Fix a Hytale dedicated-server connection in the right order. Match the protocol version, finish Hytale Link, use Direct Connect with host:port, allow UDP on the allocated port, then check password and whitelist.
If Hytale cannot connect, work through these checks in order. Do not delete the world first. The two launch-week failures are a protocol mismatch and a dedicated server that never finished Hytale Link.
Stop as soon as one fix works. If you are helping somebody else, test with one player before asking the whole group to retry.
1. Match the client and server versions
The client and dedicated server must run the same protocol. Update 6 changed that protocol, so an older client or an unrebuilt mod fails at handshake.
Update the player's game
Close Hytale completely, install every available launcher update, and sign in again.
Update the dedicated server
Stop the server. On berrybyte, Auto Update pulls the current release patchline on the next start. Restart once after the patch is live.
Compare builds
The version on the player's title screen must match the version printed in the server log. They must agree exactly.
If you do not want to babysit patchlines, rent a Hytale server that stays on the current release.
2. Finish Hytale Link
A Hytale dedicated server can start with no tokens. The console
then warns No server tokens configured, and every join is
refused until you finish device login. This is not the same as
listing the server on Server Discovery.
Start the server and wait for the warning
On berrybyte the unauthenticated server stays up and shows Hytale server authentication required.
Authenticate
Click Authenticate so the panel runs /auth login device. Approve the case-sensitive code on the printed
link while signed into the Hytale account that should own
the server.
Confirm the warning is gone
Success dismisses the alert. If the code expired, request a new one. Do not reuse an old code.
See How to authenticate a Hytale server. A hosted panel surfaces the code instead of making you scrape Console. Rent a Hytale server if you want that flow handled.
3. Use Direct Connect, not a share code
Dedicated servers are joined from Servers → Direct Connect
with host:port. Join via Code is a different path for
friend-hosted worlds, and those codes expire.
Copy Server address
On berrybyte, copy Server address from Overview. Do not assume port 5520.
Open Servers → Direct Connect
Launch Hytale, sign in, open Servers, then Direct
Connect. Paste the full host:port into the connection
address field.
Save the address once it works
Favorite or save that entry so nobody retypes the port.
See How to join a Hytale server.
4. Allow UDP on the allocated port
Hytale speaks QUIC over UDP. The official self-host default is 5520. TCP on that number does not create a working game path.
Use the port the server bound
On berrybyte, the Overview address is the allocated UDP
port. On a self-hosted box, read --bind. The
Hytale Server Manual
defaults that bind to 0.0.0.0:5520.
Forward UDP only (self-host)
Every firewall and router between the machine and the internet must allow UDP on that port.
berrybyte opens the allocated UDP port for you. Self-hosters who are fighting NAT can rent a Hytale server that already has it reachable.
5. Share or clear the password
If the dedicated server set a password, every player must enter that exact string on Direct Connect.
Read the configured password
On berrybyte, open Settings → Game Settings. On a
self-hosted box, read config.json while the server is
stopped.
Send the exact string, or clear it
Check capitalisation, spaces, and characters that chat apps rewrite. Clear it for a public test, then restart.
6. Check the whitelist
A Hytale whitelist is an allowlist. The moment it is on, every account that is not listed is refused.
See whether the whitelist is enabled
Follow Enable a Hytale whitelist.
Add the player's account, or turn it off
Add the exact Hytale account, or disable the whitelist for a public test, then restart.
Test with the refused player
Do not add display names or comments. The file wants the account the game actually sends.
If none of the six fixes worked
Confirm Console no longer prints No server tokens configured.
Then check the leftover causes:
- Server Discovery is optional. A private server never appears there and is still joinable by address. See Hytale Server Discovery.
- An unrebuilt Update 6 mod can fail the handshake after the versions otherwise match.
- Check console parental controls if a player cannot stay signed into Hytale.
Direct Connect, not an expiring share code.
Authenticate the serverFinish Hytale Link so the dedicated server accepts players.
Enable or clear the whitelistAn allowlist refuses every account that is not listed.
Set up Hytale hostingHytale Link in the panel, allocated UDP port, and support.
Frequently asked questions
Why can't I connect to a Hytale server?
Check the protocol version first, then finish Hytale Link. A dedicated server can boot with no tokens and refuse every player until you authenticate. After that, join from Servers → Direct Connect with the allocated host:port, allow UDP, and check password or whitelist.
Why doesn't Join via Code work on my dedicated server?
Join via Code is only for expiring share codes from friend-hosted worlds. Dedicated servers do not issue those codes. Use Servers → Direct Connect and paste host:port.
Why does Hytale say No server tokens configured?
The process started without finishing device login. On berrybyte, click Authenticate, then approve the case-sensitive Hytale Link code. Players cannot join until that flow succeeds.
What port does a Hytale dedicated server use?
Hytale speaks QUIC over UDP. The official self-host default is 5520. A hosted allocation can use a different UDP port. Opening TCP on the same number does not create a working game path.
Why do I get a version or protocol mismatch on Hytale?
The client and dedicated server must be on the exact same protocol. Update 6 changed that protocol, so an older client or an unrebuilt mod fails. Update the game and restart the server on the same patchline.