How to upload or migrate a Valheim world
Move an existing Valheim world to a dedicated server by exporting the matching .db and .fwl files, uploading them to worlds_local, and selecting the exact world name.
A Valheim world consists of a matching pair:
MyWorld.db
MyWorld.fwlKeep both files together. The .db contains the terrain, structures, and world
state; the .fwl is the world metadata Valheim uses to identify it.
Stop both the source game/server and the destination server before copying world files. Copying a world while it is being saved can produce a mismatched or corrupted pair.
Find your existing world
Press Windows + R, paste the following path, and press Enter:
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_localFind the .db and .fwl files with the same filename.
Local world files normally live in:
~/.config/unity3d/IronGate/Valheim/worlds_localFind the .db and .fwl files with the same filename.
Open Valheim, choose Start Game → Manage Saves, select the world, and use Move to
Local. Close Valheim completely, then look in the Windows or Linux worlds_local path.
Do not edit Steam's cloud-storage database directly. Moving the save to Local gives you the
normal .db and .fwl pair needed by a dedicated server.
Files ending in .old or containing _backup are recovery copies, not the
primary pair. Keep them as extra protection, but upload the current
<WorldName>.db and <WorldName>.fwl first.
Upload a world to berrybyte
Create a destination backup
If the berrybyte server has already created a world, make a full backup before replacing or switching it.
Stop the server
Stop Valheim from Overview and wait until its status is offline.
Open the world folder
In Files, open .config/unity3d/IronGate/Valheim/worlds_local. Create the
worlds_local folder if it does not exist yet.
Upload the matching file pair
Upload <WorldName>.db and <WorldName>.fwl without renaming just one file. The panel accepts
world names up to 20 characters; if the current name is longer, rename both files to the same
shorter stem first. For a large world, use SFTP Connect from Files with Cyberduck, WinSCP,
or another SFTP client.
Select the uploaded world
Open Settings → Game Settings and set World Name to the exact shared filename without
the extension. For MyWorld.db and MyWorld.fwl, enter MyWorld. World names are
case-sensitive on the Linux server.
Start and verify
Start the server and watch Console until the world finishes loading. Join and confirm the expected spawn, structures, map, and progress before deleting any source copy.
You can ask berrybyte support to migrate a hosted world for free. Upload the .db and .fwl
pair over SFTP first, then open a support ticket with
the source host and exact world name.
Move a world from another host
- Stop the server at the old host.
- Download the current matching
.dband.fwlfiles from its Valheimworlds_localdirectory. - Download any
adminlist.txt,bannedlist.txt, andpermittedlist.txtfiles you want to preserve. - Upload the world pair to berrybyte's
.config/unity3d/IronGate/Valheim/worlds_local. - Upload permission files one directory higher, under
.config/unity3d/IronGate/Valheim/. - Set World Name to the exact filename stem and start the server.
If the old host provides only a backup archive, extract it on your computer and locate the world pair inside. Do not upload an opaque panel backup format and expect Valheim to read it.
What moves with the world?
| Data | Stored in the world? |
|---|---|
| Terrain, generated locations, and explored biome state | Yes |
| Player-built structures and placed items | Yes |
| Chests and their contents | Yes |
| Boss and world progression keys | Yes |
| Player character, carried inventory, and learned skills | No—characters are separate client saves |
| Server admin, ban, and permitted lists | No—copy the three .txt files separately |
| BepInEx plugins and configuration | No—install the same server mods separately |
Players normally bring their existing character when they join the migrated world. If a character was stored in Steam Cloud, leave it there; moving the world does not require moving character files.
Troubleshoot the imported world
The server created a new blank world
The World Name does not exactly match the uploaded pair, or the files are in the wrong
folder. Check spelling, capitalization, and the 20-character limit, then confirm both files
are directly inside .config/unity3d/IronGate/Valheim/worlds_local.
The world does not appear to load
Confirm the .db and .fwl came from the same save point. Restore the pair from the same
backup rather than combining a current .db with an older .fwl.
The world worked at the old host but fails here
Check whether it depended on BepInEx plugins, a public-test branch, or a different Valheim version. Match the server build and required mods before opening the only copy. See Install BepInEx mods.
The Deep North is incomplete after Valheim 1.0
Existing worlds remain valid, but completed Deep North terrain generates only in unexplored areas. Moving hosts cannot regenerate terrain that players already explored. Read Valheim 1.0 and the Deep North before deciding whether to keep the world or start fresh.
The upload is too large or times out
Use SFTP Connect instead of the browser upload. Keep both files unchanged and wait for each transfer to finish before starting the server.
Frequently asked questions
Which files do I need to upload for a Valheim world?
Upload the matching WorldName.db and WorldName.fwl files together. The .db contains the world data and the .fwl identifies the world. Do not rename only one file or upload one without the other.
Where are Valheim world files stored?
Local Windows saves are normally under %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local. Local Linux saves are normally under ~/.config/unity3d/IronGate/Valheim/worlds_local. Steam Cloud worlds may need to be moved to Local from Valheim's Manage Saves screen before both files appear there.
Where do I upload a Valheim world on berrybyte?
With the server stopped, upload the matching .db and .fwl files to .config/unity3d/IronGate/Valheim/worlds_local in Files or over SFTP, then set World Name under Settings → Game Settings to the files' exact shared name.
Can I use an existing Valheim world in version 1.0?
Yes. Existing worlds remain playable in Valheim 1.0, but the completed Deep North generates properly only in areas that no player has explored. Back up first, and consider a fresh world if the complete new biome matters to your group.