Real, active server admins
Private servers that don’t just disappear one day.
Most private servers die quietly when the owner stops paying. Not here. PixelMonsters servers are run by active admins — some we host for free, and the rest run on community support with an honest meter showing exactly what each one costs and what’s covered. If you love a server, you can make sure it stays up.
Server status — live
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Palworld 1.0 PVP
Palworld
Built and waiting — it goes live within 24 hours once its first month is covered.
Activate this server#palworld on our Discord
PixelMonsters Windrose
Windrose
Join with the crew: Members only — create a free community account, then ask PixelBot right here on the site and he’ll give you the join info.
#windrose on our Discord
PixelMonsters Enshrouded
Enshrouded
Taking a nap — check the updates for news.
#enshrouded on our Discord
PixelMonsters V Rising
V Rising
Built and waiting — it goes live within 24 hours once its first month is covered.
Activate this server#vrising on our Discord
PixelMonsters Valheim
Valheim
Built and waiting — it goes live within 24 hours once its first month is covered.
Activate this server#valheim on our Discord
Dragonwilds Duo PVP — No Wipe
RuneScape: Dragonwilds
Join with the crew: 209.126.11.33:29000 — no password, just join.
Help cover this server#dragonwilds on our Discord
PixelMonsters WoW Guild
World of Warcraft
Not a server we host — it's our guild! Message us on the Contact page and we'll tell you everything. Or start a PixelMonsters clan of your own — our forum and Discord are yours to use.
Message us about the guild#wow on our Discord
PixelMonsters ARK Clan
ARK
Not a server we host — it's our clan! Message us on the Contact page and we'll tell you everything. Or start a PixelMonsters clan of your own — our forum and Discord are yours to use.
Message us about the guild#ark on our Discord
PixelMonsters Soulmask Guild
Soulmask
Not a server we host — it's our guild! Message us on the Contact page and we'll tell you everything. Or start a PixelMonsters clan of your own — our forum and Discord are yours to use.
Message us about the guild#soulmask on our Discord
PixelMonsters ARC Raiders Squad
ARC Raiders
Not a server we host — it's our squad! Message us on the Contact page and we'll tell you everything. Or start a PixelMonsters clan of your own — our forum and Discord are yours to use.
Message us about the guild#arc-raiders on our Discord
PixelMonsters Battlefield 6 Platoon
Battlefield 6
Not a server we host — it's our platoon! Message us on the Contact page and we'll tell you everything. Or start a PixelMonsters clan of your own — our forum and Discord are yours to use.
Message us about the guild#battlefield-6 on our Discord
PixelMonsters No Man's Sky Fleet
No Man's Sky
Not a server we host — it's our fleet! Message us on the Contact page and we'll tell you everything. Or start a PixelMonsters clan of your own — our forum and Discord are yours to use.
Message us about the guild#no-mans-sky on our Discord
PixelMonsters Dune Awakening Guild
Dune: Awakening
Not a server we host — it's our guild! Message us on the Contact page and we'll tell you everything. Or start a PixelMonsters clan of your own — our forum and Discord are yours to use.
Message us about the guild#dune-awakening on our DiscordLatest updates
All updates →Dragonwilds Duo PVP — No Wipe · 📌 pinned
Server rules — read before you build
**PixelMonsters · US Mid · 6 slots · Public · PVP always on · We don't wipe** **209.126.11.33:29000** — no password, just join. ## The short version Teams of two. Everyone else is a target. Your base stays where you built it. This is a small server that runs on people being straight with each other. Read "How this actually works" at the bottom before you decide it's for you. ## The rules ### 1. Two players per team You play solo or with one partner. The game has no group system, so nothing stops a third player tagging along — which is exactly why this is a duo ruleset, admin-enforced, rather than a setting. If you want three-player squads, this isn't the server. ### 2. One account per person No alts, no second accounts, no sharing your login. On six slots this matters more than anywhere else: two people running four accounts would lock out an entire third duo. If you want to play a different character, delete your old one. ### 3. Don't team up outside your duo The test is simple: are you making someone else's game easier? If yes, and they're not your partner, don't. That covers the obvious things — fighting alongside a third player, sharing a base or storage, standing down by mutual agreement. It also covers the less obvious ones: dropping a kit somewhere for another duo to collect, leaving a chest unlocked for them, or dying to them on purpose with good gear on. Routing gear through the floor instead of your hands is still a handoff. Two duos independently attacking the same target isn't teaming. Arranging it is. ### 4. Solo is fine You don't need a partner to play here. Team up later if you want — see rule 5. ### 5. Changing partners Say so in Discord when it happens. That's the whole process. The one restriction: if you walk out on a duo during or straight after a fight, sit out 48 hours before joining another. It stops people bailing to whoever just beat them. It doesn't apply if your partner left, quit, or got removed — you're free immediately, and you shouldn't be punished for someone else's decision. Admins don't adjudicate breakups. Whatever you built together, sort it out between you — and be aware that the moment you're not partners, you're enemies, and normal raiding rules apply to everything you built together. ### 6. Raiding is the point. Griefing isn't. Fine: raiding, killing on sight, stealing, ambushing, holding a contested area, breaking whatever's in your way to get to the loot. Not fine: - Killing the same player more than twice in a row at their respawn point. Take the kills, take the loot, then let them move. - Sealing someone out of their own base rather than taking what's in it. - Flattening a starter camp that has nothing in it worth taking. These are written as thresholds rather than intentions on purpose. Admins can't read your mind and won't try to. ### 7. Don't cheat No exploits, no duping, no tools that change how the game behaves. Mods that alter the player cap count here too. If you find a bug, tell us and you're clear — including if you already triggered it by accident. That amnesty is real and it's how we find out about this stuff. What gets you removed is knowingly using one after you know it's there. Duping is the one we care about most, because on a server that never wipes, a broken economy is permanent. ### 8. Don't be vile Slurs, harassment, and threats get you removed. Trash talk during a raid doesn't — there's a difference between "get wrecked" and going after who someone is. ## What happens when someone breaks the rules Admins go on what they can actually check: server logs, and screenshots or clips you send us. Bring evidence if you're reporting someone. | What happened | What we do | | --- | --- | | Teaming, first time | Warning, and any gear that changed hands gets removed | | Teaming again | Removed from the server | | Griefing | Warning, or removal if it's deliberate and repeated | | Cheating or duping | Removed | | Harassment | Removed immediately | We won't roll the world back to undo player damage. Backups here are whole-world — restoring your griefed base would erase every other player's progress since the last save, which breaks the one promise this server is built on. Rollbacks are for genuine server faults only (corruption, a catastrophic bug), and we'd announce one before doing it. So: griefing is punished, not reversed. Build accordingly, and don't put everything in one chest. ## How this actually works Some honesty, because you'll work it out anyway and we'd rather say it upfront. **Bans are soft.** The server is public with no password, so anyone we remove could make a new account and come back. We keep removing them. What actually keeps this server pleasant is that it's six people who mostly know each other — not enforcement. If that sounds fragile, it is, and it's the trade we've made for being open. **Six slots is a hard cap.** Jagex sets it in the server itself; it went from 4 to 6 in March 2026 and stays there. We can't raise it and neither can our host. **Slots are first-come, every session.** Nothing is reserved. Three duos online is a full server, and at peak time you may not get in. We'd rather run one honest server than pretend there's room we don't have. **Nobody's base is protected by absence.** If you stop playing, your base stays — we don't wipe. But if you've been gone 60 days and someone needs the space, admins may clear it. Say something in Discord if you're going away and want it kept. **Established players have a head start.** No wipes means someone who joined in month one has a base you won't match quickly. That's the deal with persistent servers. If you want a level start, wait for a fresh one. ## Housekeeping - Server restarts daily at 05:00 America/Chicago, back within a minute. - Backups run nightly, with monthly copies kept off-platform. - PVP is always on. There are no safe zones and no PVE hours. Questions go in [#dragonwilds on the PixelMonsters Discord](https://discord.gg/waAmZ2X6By).
August 15, 2026
PixelMonsters Dune Awakening Guild
Dune: Awakening - 1.5.3.4 Hotfix Patch Notes
Hey Sleepers.This hotfix requires a client-side download. Remember to restart your Steam client if the download does not appear automatically for you. Servers will be coming back up shortly. For the list of known issues, please visit our Discord server or Steam discussion boards. FIXESTechnical and stability:Server and client stability fixes.Fixed 7X3 errors seen on live after the full console launch on September 22.Added more logging to help Microsoft identify and resolve the issue where a few players could not log into the platform servers on consoles.Fixed the "Failed to save database: IO operation failed with error code 0x000497" error on Windows/Steam caused by external file locks on the save database.Fixed an issue on XBOX where suspending the title during startup caused a UserDataStorage initialization failure on resume, leaving saves unavailable until the game was restarted.Fixed an issue where DLCs were not available through PlayStation Family Sharing.Fixed an issue where custom settings in ServerCustomSettings.ini on self-hosted servers were not applied because the file was missing DifficultyLevel=CustomWe also made sure updated servers receive the corrected file.Unblocked characters who were stuck after cross-realm transfers on private servers.Resources, Building, and Crafting:Fixed an issue where Sentinel and Caladan Palace building set pieces were missing from the construction menu after Update 1.5.3.0 in multiplayer.A fix for this issue in single-player will come in a future hotfix or patch.Fixed an issue where, after a server restart, the origin marker for a backed-up base could sometimes be offset.Vehicles:Fixed an issue where players could fail to exit the buggy's turret.Worldbuilding and Exploration:Fixed an issue where walk mode would get dismissed automatically after several seconds.Fixed an issue where map markers could randomly fail to persist if there were other players in the area who discovered the same markers at the same time as the player did.Deep Desert & Landsraad:Fixed an issue where Placeable Swatch rewards were missing from the House info cards and the reward dialogue in the Landsraad.Story, Journey and New Player Experience:Fixed an issue where the NPC in the Tutorial area could fail to attack the player, which made progression at the Tutorial’s parry step difficult.Fixed an issue where Trainer journeys would not auto-complete after a version upgrade for the players who had already completed the relevant trainer contracts. --- *Auto-posted from the developer's official [Steam announcement](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1844751498221077).*
September 24, 2026
PixelMonsters Enshrouded
1.0 Combat: changes and additions
Greetings Flameborn! Let’s cut right to the chase: mages in Enshrouded could do with a little bit of love. When we shipped combat changes in our last update, it was knowing we’d come back for mages at a later point. And the future is now, old man, so let’s dive in! Mage gameplay improvements We are bringing some much-needed variety to the mystic classes, by adding a variety of new spells as well as increasing the level range in which these spells are useful, and reworking enemy weaknesses. There are a total of 9 new spells coming to Embervale, adding utility and crowd control as well as damage, with powerful area of effect spells and even a new category of spells, summons! Here’s the roster of new stuff: Mana Drain Entangle Pillar of Flames Blizzard Ball Lightning Summon Fire Totem Summon Ice Totem Summon Shock Totem Summon Hollow Skeleton Here's a couple of them in action: We know many of you love the necromancy part of the tree so we threw some friendly faces in there for the more macabre-minded among you. Maybe one of them is Kyle! We’re also adding two skills to the skill tree to increase the amounts of summonable skeletons and totems, in case you want the whole gang with you. The Entangle spell should also help dealing with tougher enemies, and the two new AoE spells, Blizzard and Ball Lightning, with groups of enemies! Also Mana Drain, which saps enemies of a fixed amount of mana per second to add it to your pool. Existing and new spells will now get more versions, so that you can keep using your favorite spell combination from previous biomes as you progress through Embervale! There are now 22 tier 7 spell versions, which are the Eternal version of the spell. Eternal spells are the versions that do not consume spell ammo to be cast. Note that Eternal spells can also now be upgraded like weapons and armor, with unique new perks, such as reduced mana cost, etc. Spell mana costs and casting times have been reworked to be balanced around their damage output and general usability. If you’re about to unleash a nuke, it’s gonna take more than a snap of the fingers, but in the meantime, here’s a quick spell to the face. Pocket sand! Wand combat improvements We are also reworking wands to offer a heavy attack. Heavy attacks now pierce enemies, meaning that you can hit beyond the first bad guy. They also interrupt attacks on weaker enemies! On top of that, we’re adding to new wand skills: Aerial Wand Attack: can be triggered in mid-air and is an AoE for wands Wand Evasion Attack: adds more flow to wand gameplay, and has wider, piercing projectiles. Wand targeting (soft lock and hard lock) is improved. The settings are different for ranged weapons and melee, and now prioritize the center of the screen as well as enemies closer to you. This should increase the reliability and predictability of targeting. We’ve also included numerous fixes for switching between wand and staff during combat. Finally, you can now target explosive barrels with wands, which should delight the bad friends and chaos gremlins among you. New skills for mages & archers Here are all the new skills for mages: Aerial Wand Attack (see above) Wand Evasion Attack (see above) Advanced Necromancy (more skeletons!) Totem Mastery (more totems!) Blast and Cast (After a critical strike with a wand, the base damage of your next staff attack within 10 seconds is increased by 50%) That last one should also help mage players pull out some interesting combos by switching between weapon types when the opportunity arises. While we think archers were in a better spot than mages, we don’t want them to feel left out by the attention other classes have received, so we’re adding a couple of skills to their arsenal: Puncture (Ranged piercing damage is increased by x%) Barrage (Dealing damage with Bows has a x% chance to restore 1 durability to that weapon) Survival Instinct (Defeating a Shroud-infested enemy with a bow or dagger restores x sec of time in the Shroud) In addition to these new skills, we’ve also made changes based on community feedback, such as moved skills, reduced costs, buffed effects, etc. Finally, there are new aim assist options for ranged combat, which can be set in the game settings. Aim assist is enabled by default for controller, and disabled by default for mouse & keyboard. New Eternal arrows All Eternal arrows are also upgradeable, like weapons and now spells, also with perks! We’ve also added three new Eternal arrows for your eternal shooting needs: Eternal Fire arrow Eternal Shock arrow Eternal Bone arrow Player movement improvements We are bringing many additional animation and movement fixes, with the aim of making the player characters move in a more realistic fashion, while retaining agility and responsiveness. Enemy variety The family is getting bigger, with all enemy factions, such as the Fell and Scavengers, getting a bunch of new enemy variants to keep encounters fresh. Some of these are heavy or elite level, so be on your guard when exploring the world. Better safe than sorry! New level cap New biome means new enemy tier and max level, for players and gear! Max player level cap is now 50, with a cap for equipment at level 55, and a whole host of new stuff for you to find. Final thing to note: with the new skills and changes to existing skill placement in the tree, your skill tree has been reset, hopefully for the last time. Don’t step out of your base without investing your points, or you’re gonna have a bad time. That’s it for our overview of combat changes for 1.0! We hope you are excited to try out the new stuff, and if you’re keen on playing a mage character when the game releases out of Early Access on October 15th, let us know!The team at Keen Games --- *Auto-posted from the developer's official [Steam announcement](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1844751498218792).*
September 23, 2026
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Try: “Is the Palworld server up?” · “When is the next wipe?” · “How do I join the Windrose server?”