NIGHTINGALE · JOIN A SERVER · OCTOBER 2026

How to Join a Nightingale Dedicated Server

The quickest way in for every situation: IP/LAN for dedicated servers, Steam friend join or a Join Code for a friend’s hosted game, Steam and Epic players together, and what to check when friends can’t see or join the world.

No public server list

Nightingale does not have a browseable list for dedicated servers. Someone has to hand you an address, a Steam route, or a Join Code.

Fastest dedicated join

For a rented or self-hosted dedicated server, IP/LAN is the most direct method: enter the server address, the port, and the password if one is set.

Hosted game joins are different

If a friend is hosting from their own PC, use Steam friend join, IP/LAN, or a Join Code. That world only exists while that host stays online.

Owner should join first

On a brand-new dedicated server, the first player to connect imports their realms. If you want a clean server, the owner should join first with a new character.

Pick the right way to join

The first thing to get right is the connection method. Nightingale has no public server list for you to search, so “I can’t find the server” is often just a sign that you are looking for a browser that does not exist. Use the method that matches how the world is being hosted.

Which way should you join?
You want to play in a friend’s world
Is it a rented or self-hosted dedicated server?
Yes
Join a Game › IP/LANAddress, port (7777 unless changed) and password.
No
Are you on Steam Deck?
Yes
Steam friend join or IP/LANJoin Codes are switched off on Steam Deck for now.
No
Is anyone in the group on Epic?
Yes
Join CodeThe host shares it from the Social tab. Works across Steam and Epic.
No
Steam friend join, or a Join Code if it fails
Nightingale has no server list to browse, so the method depends on who is hosting and which store you play on.

This matrix is the quickest way to match your situation to the join method that will actually work.

What each join method covers
MethodServerHost PCSteam + EpicDeckOpen port
IP/LANYesYesYesYesYes
SteamYesYesNoYesNo
Join CodeNoYesYesNoNo
Server = a rented or self-hosted dedicated server. Host PC = a friend hosting from their own game. Deck = Steam Deck. Open port = the host must open a port on their router for players outside the house; a rented server already has it open.
Join Code falls back to Steam’s relay when a direct connection isn’t possible.
IP/LAN works everywhere but needs an open port. Join Codes skip the router work, but only for a game hosted from someone’s client.
Your situation Best method What you need from the host
Rented or self-hosted dedicated server Join a Game > IP/LAN Public IP or LAN IP, the port, and the password if one is set
Dedicated server using the game’s Steam connection option Join a Game > Steam Confirmation from the owner that you should use Steam rather than IP, plus any password they have set
Friend hosting from their own PC Steam friend join, IP/LAN, or Join Code A Steam friend connection, or the host’s address and port, or the Join Code from their Social tab
Steam and Epic players in the same group Join Code on a hosted game, or IP/LAN on a dedicated server Join Code for a hosted game, or dedicated server address and port; both Steam and Epic IDs can connect to a dedicated server
Steam Deck player Steam friend join or IP/LAN Do not rely on Join Codes on Steam Deck for now; get a Steam route or the server address instead

If you are joining a proper dedicated server, the most dependable route is usually IP/LAN because it removes any confusion about which Steam path or friend session you are supposed to see.

How to join a dedicated server with IP/LAN

Use this method for most rented servers, most self-hosted dedicated servers, and many mixed Steam/Epic groups. It is also the easiest method to troubleshoot because you can see exactly which address and port you are trying to reach.

  1. From the main menu, select Play.
  2. Pick the character you want to bring with you, or create a new one.
  3. Select Join a Game.
  4. Choose IP/LAN as the connection type.
  5. Enter the server address shared by the owner.
  6. Enter the port shared by the owner.
  7. Enter the password if the server has one.
  8. Select Continue.

The address is the server’s network location, and the port tells Nightingale which service on that machine it should talk to. If the server owner is using the default port, that is 7777. If they changed it, the new port matters just as much as the IP. A correct IP with the wrong port sends your client to the wrong door, so the connection either times out or never reaches the game service.

For a server in the same house, the address is usually the host PC’s LAN IPv4 address, such as 192.168.1.50. For a server over the internet, it is the public IP, such as 198.51.100.6, plus the forwarded port. If the Continue button is greyed out, Nightingale has not got an address yet; the button only activates once one is entered.

The other fast routes: Steam, Join Codes, and a friend’s hosted game

Dedicated server via Steam

If the server owner tells you to use the game’s Steam connection option, start in the same Join a Game menu and choose Steam instead of IP/LAN. It saves typing an address, but it only covers Steam players, so a group with Epic players is better off with plain IP details.

Friend hosting from their own PC

Nightingale also supports a hosted game, often called a listen server. In that setup, your friend launches the world from their own client and everyone joins them. The quickest methods are Steam friend join, IP/LAN, or a Join Code. The important difference from a dedicated server is persistence: when the host logs off, that world stops existing until they host it again.

Join Codes for mixed Steam and Epic groups

Join Codes are meant for a hosted game, not for a dedicated server. The host selects Join Code in the connection options, shares the code from the Social tab, and the joining player enters it. This works for Steam and Epic players together, and if a direct path is not possible, the traffic can be relayed instead. That relay approach can get people connected without manual router work, which is why it is often the quickest fix for a friend-hosted cross-play session.

Steam Deck caveat

Join Codes are disabled on Steam Deck for now, so Deck players should use Steam friend join or IP/LAN. If someone is trying to make a Join Code work on Deck, stop there and switch methods first; otherwise you end up troubleshooting the wrong thing.

Which character to bring, and why the owner should join first

Your character travels with you when you join a server. That includes your inventory, appearance, and everything attached to that character. If your old progress lived on the retired online servers, download those characters first from the main menu using Download Characters, then use the downloaded version when you connect.

The first-join realm import
What happens on a brand-new dedicated server
1. First player joins
Their character comes along: inventory, appearance and everything attached to it
Like every later player
2. Their realms come too
Only for the very first player: the server also imports that character’s realms
Easy to miss
3. Everyone after
Later players bring their characters, but no realms
The world is set
Want an empty start?
  • Owner joins first
  • With a brand-new character
  • Server makes an empty Abeyance realm
Then everyone can join with the characters they really want to use.
Who joins first decides which realms the server starts with. Plan it before you share the address.
Comes with your character Stays with the server or world
Appearance The dedicated server’s saved world state
Inventory Realms already established on that server
Everything attached to that character Structures and realm progression already living on that server

The catch is the first join on a brand-new dedicated server. The first player does not only bring their character; the server also imports that player’s realms. That is why a fresh server can suddenly look like somebody else’s progress rather than a clean start.

If the owner wants an empty start, the safe sequence is simple: join first with a new character, let the server create an empty Abeyance realm, then have everyone else join with whatever characters they actually want to use. After that first join, later players bring only their characters, not a full realm set.

If you own the server, send these details before anyone tries to join

A lot of failed joins come from partial information. Send the full set once, in one message, so friends are not guessing.

  • Public IP for internet players, or LAN IPv4 for people on the same home network
  • Port the server is listening on
  • Password if you have set one
  • Which method to use: IP/LAN, Steam, or Join Code
  • Which character to use, especially if you want a new character to join first
  • Game version check: everyone needs the current main version

Where to find the IP and port

On a rented server, the host panel normally shows the server address and the port you need to hand out. On a self-hosted box, internet players need your public IP, while people in the same house should use the host PC’s LAN IPv4 from ipconfig. Giving a LAN address to an internet player will fail because that private address only exists inside your home network.

Set a join password and an admin password

By default, there is no join password. Setting one stops random connection attempts and makes it clear that only the people you have invited should be on the server.

; copy NWX/Config/ExampleServerSettings.ini
; to   NWX/Config/ServerSettings.ini, then set:
[/Script/NWX.NWXServerSettings]
Password=YourJoinPassword
AdminPassword=YourAdminPassword

You can also set the join password on the launch line instead, with -ini:ServerSettings:[/Script/NWX.NWXServerSettings]:Password=YourJoinPassword. Restart the server after either change.

AdminPassword is separate from the normal join password. It is for in-game administration such as kick and ban, so do not hand it out to everyone.

Wait until the server is actually ready

A server process can be running but still loading its world. During that loading stage it is busy reading data from disk, building world state in memory, and preparing to accept players. That is why early connection attempts can time out even though “the server is on”. If you expose the status endpoint with -statusPort, you can check whether it reports loading or ready before you tell people to join.

Launch option example:
-statusPort=<port>

When the endpoint returns ready, the server has finished the start-up work and can accept connections properly. That saves a lot of false troubleshooting.

About the default player limit

The default maximum is six players in a realm. It can only be raised on the launch line, with -ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8 for example, and anything above six is unsupported. Raising it means more player state to simulate and replicate, which increases world management work and network traffic; if you push past the supported default, do it knowing that odd behaviour is your risk, not a simple “free capacity” setting.

Self-hosting: port forwarding, firewall rules, and local versus internet addresses

If you are hosting a game server on your own PC, most join failures are not caused by Nightingale itself. They happen because the packets never reach the server process, or the replies leave on the wrong interface.

How a friend reaches a server in your house
Over the internet
Friend types public IP and port
internet
Router forwards UDP 7777
same port
Firewall lets NWXServer in
Same home network
LAN address, e.g. 192.168.1.50
port 7777
Server PC
Changed the port with -port=? Forward that port and give friends that number instead.
If any step is missing, the friend gets a time-out, even when the server is running perfectly.

For a dedicated server, Nightingale listens on UDP 7777 by default. If you change that, do it on the launch command line with -port=, and keep the equals sign. Without the equals sign, Unreal ignores the setting and the server stays on its default port, which creates the classic “I forwarded the port but nobody can connect” mistake.

Windows (example on port 7787):
NWXServer.exe -log -port=7787

Linux:
./NWXServer.sh -port=7787

Optional interface binding:
-multihome=<IP>

If you use a port like that, forward UDP 7787 and tell friends to type 7787 in the port field. The router needs to forward the same port the server is actually listening on, and the local firewall needs to allow the game traffic through to the server process. If the forwarded port and the listening port do not match, your friends’ packets arrive at your network edge but never reach Nightingale.

  • Router forwarding: send the chosen external port to the host PC on your LAN.
  • Windows firewall: allow the server executable or the chosen port through.
  • LAN players: use the host PC’s LAN IPv4 address, not the public IP.
  • Internet players: use the public IP and the forwarded port.
  • -multihome: use this if the PC has more than one active network interface and you want the server to bind to one specific IP.

If the host can connect by LAN address but not by their own public IP from inside the same house, that is often NAT loopback. Some routers do not send that traffic back inside correctly. The fix is simple: local players should use the LAN IP, while external players use the public IP.

If you host a game from your own client rather than a dedicated server, forward the port as both TCP and UDP, as the official hosting guide recommends. A dedicated server listens on UDP 7777 unless you change it. If LAN works and internet fails, the Nightingale server itself is usually fine and the missing piece is the router, firewall, or upstream ISP setup.

Friends can’t see or join the world: symptom, likely cause, first fix

Use the symptom you can actually observe rather than changing random settings. Each first fix below is meant to prove or rule out one part of the path.

Symptom Likely cause First fix
Continue button is greyed out No address entered Enter the server address first; Nightingale only enables Continue once it has an address to connect to
Connection times out over the internet Port not forwarded, wrong port entered, or the server is still loading Confirm the listening port, confirm the router forwards that same port, and check the status endpoint shows ready before trying again
It works on LAN but not for friends outside the house Router forwarding, firewall, or CGNAT on the internet side Keep the working LAN test as proof the server app is fine, then check forwarding and firewall; if neither solves it, your connection may not expose a normal public inbound path
Password rejected Wrong join password or a mismatch between what the owner sent and what is set in ServerSettings.ini Re-send the exact join password and check the server config rather than assuming players typed it wrong
You join but arrive in a different realm or cannot see friends Realm travel, party state, or first-player realm import on a fresh server Make sure everyone is joining the same server, the owner understands which realm was imported first, and the intended host joined first with the intended character
You cannot find the server in a list There is no public browse list Stop looking for a browser and use IP/LAN, Steam, or a Join Code instead
Join Code fails on Steam Deck Join Codes are disabled on Steam Deck for now Use Steam friend join or IP/LAN
Epic and Steam friends cannot connect via Steam Steam is the wrong route for a mixed-platform group Use a Join Code for a hosted game, or use IP/LAN for a dedicated server
After an update, nobody can connect Players or server are not on the current main version Update both sides first; version mismatch blocks joins before any of the normal network steps matter

A good diagnostic order is: correct method → correct address and port → server ready state → password → realm expectations. That sequence moves from the most common hard blockers to the cases where the connection succeeds but the group still ends up separated.

Dedicated server or a hosted game?

If you have not decided yet, the right answer depends less on “power” and more on persistence and who is responsible for being online every time. A hosted game is fine for short, organised sessions. A dedicated server is the better fit once the world should stay available after the host closes the game.

Your group’s situation Better choice Why it fits Trade-off
Small group, one regular host, everyone usually plays together at the same time Hosted game Quick to start, simple for Steam friend join or Join Code, good for ad-hoc sessions The world only exists while that host is online
Group wants a persistent world that survives when the owner logs off Dedicated server The server runs as a separate app and keeps the world available independently Needs server setup, admin work, and clearer join details for everyone
Mixed Steam and Epic group Hosted game with Join Code, or dedicated server by IP/LAN Both routes avoid relying on Steam-only joining for everybody You must choose the route deliberately rather than assuming Steam handles all players
You want full control and do not mind network setup Self-hosted dedicated server Complete control over files, passwords, backups, and when the server is up You deal with port forwarding, firewall rules, uptime, and your own broadband path
You want the server online without managing home networking Rented dedicated server Simpler uptime and external access, less chance of home-router mistakes blocking joins You depend on a host panel and that provider’s deployment flow

If you are still deciding between panels, locations, and management style, our Nightingale server hosting comparison is the sensible place to narrow it down before you hand out join details to the rest of the group.

Need a server that is simpler to share with friends?

If your group has moved beyond one person hosting from their own PC, compare dedicated options first and then give everyone one clear address, port, and password to use.

Compare the best Nightingale server hosts

Nightingale server FAQ

How do I join a Nightingale dedicated server?

From the main menu, go to Play, choose your character, then open Join a Game. Most dedicated servers are easiest to join through IP/LAN with the server address, port, and password if one is set. There is no public server browser, so you need those details from the owner.

Can Steam and Epic players play together in Nightingale?

Yes, but use the right join method. For a hosted game, Join Codes support Steam and Epic players together. For a dedicated server, both Steam and Epic players can connect by IP/LAN, and the server stores character data against each player’s Steam or Epic ID.

How many players can join a Nightingale server?

The default maximum is six players in a realm. The limit can be raised by command line, but anything above six is unsupported, so treat that as an experiment rather than a normal setting. More players means more world state and more network replication for the server to handle.

Why can’t my friends join my Nightingale server?

The usual causes are the wrong join method, the wrong port, missing router forwarding, firewall blocking, a wrong password, or the server still loading. If LAN works but internet joins fail, the Nightingale server process is normally fine and the problem sits between the router and the outside world. If the connection succeeds but players are separated, check realm import and which realm everybody is actually entering.

Does a Nightingale dedicated server stay online when I log off?

Yes. A dedicated server runs as a separate application, so the world persists when the owner closes their own game client. That is the main practical reason to use one instead of a hosted game, where the world disappears as soon as the host goes offline.

More join and connection guides

Our Nightingale host comparison, plus join guides for other survival games.

Written for Nightingale 0.8.2 with dedicated servers (live since July 2025), Join Codes (February 2026) and the March 2026 Steam Deck hotfix. Menu names, ports and settings come from Inflexion’s official dedicated server documentation and patch notes.