Empyrion Server Not Showing or Can't Connect? How to Fix It
Fix an Empyrion dedicated server missing from the list or refusing players: ports 30000 to 30003, version and experimental branch, scenario data, playfield timeouts, EAC.
Updated Oct 7, 2026 · 8 min read
On this page
- First, separate "invisible" from "unreachable"
- Why the server is not in the list
- Ports: the game port plus the next three
- Version and branch mismatch
- Scenario mismatch
- Playfield timeout: players connect, then get kicked
- Easy Anti-Cheat
- Password and player cap
- Order of checks
- A galaxy that is always reachable
- FAQ
An Empyrion: Galactic Survival server that is missing from the server list or will not let players in usually has one of five problems: the game port and the three ports after it are not all open, the server and players are on different builds or branches (public vs experimental), the scenario data on the client does not match the server, the starting playfield takes longer to boot than the server allows, or Easy Anti-Cheat is rejecting someone. Try a direct connect with the server's address and game port first. If that works, it is only a listing problem. If it fails, work through the sections below in order.
First, separate "invisible" from "unreachable"
In Empyrion, open Multiplayer and use the direct connect option with the server's IP and game port (default 30000), instead of searching the list.
- Direct connect works: the server is fine and only the server browser cannot see it. Go to the next section.
- Direct connect fails too: the server is not reachable, not ready, or rejecting the client. Skip to ports, version and the later sections.
The server log tells you a lot here. On a home server the logs sit in the Logs folder of the server install, with a separate log per playfield. On GamezServers the main log is empyrion/logs/current.log and it streams into the live console.
Why the server is not in the list
| Cause | What to check |
|---|---|
| Listing turned off | Srv_Public: true in dedicated.yaml (the key that publishes the server to the browser) |
| Searching the wrong name | The server name is Srv_Name. On GamezServers it comes from the panel's Server Name, limited to 20 characters, and overwrites the file on every start |
| Browser filters | Filters for password, full servers or version can hide yours. Clear them |
| Server still starting | Empyrion only lists once the main server is up, which can take minutes after an update or a big scenario |
| Player on another branch | A player on experimental cannot join a public server, and the reverse |
| Query ports blocked | See the ports section |
A trick for players who still cannot find it: once they have connected directly, add the server to favorites so they never need the list again.
Ports: the game port plus the next three
Empyrion does not use a single port. Srv_Port in dedicated.yaml sets the base, and the server uses the following ports as well:
| Port | Protocol | Purpose |
|---|---|---|
30000 (Srv_Port) |
UDP and TCP | Game connection |
30001 to 30003 |
UDP and TCP | Steam and server traffic, listing and queries |
30004 (Tel_Port) |
TCP | Telnet admin console. Not for players |
Change Srv_Port and the whole block moves with it. On a home server, forward the block for both protocols on the router and allow EmpyrionDedicated.exe through Windows Firewall. A common half fix is forwarding only 30000: players then see the server in the list but time out joining, or the other way round. Our port forwarding guide has router steps.
Keep the Telnet port closed to the internet. Telnet carries admin commands and is meant for local tools. On GamezServers nothing needs forwarding: players use the address shown in the panel.

Version and branch mismatch
Empyrion clients and servers must run the same build on the same branch. After an Eleon patch, Steam updates players immediately, and a server still on the previous build refuses them.
How to check:
- Players see their build number on the main menu.
- The server prints its build near the top of its log on start.
- If the numbers differ, update whichever side is behind.
On a home server, stop it and run SteamCMD again with app_update 530870 validate. On GamezServers, Empyrion servers do not update themselves on start, so after a patch take a Backup and email support@gamezservers.com to have the server files updated.
Public or experimental
The experimental branch is a separate build. Players opt in under Properties, Betas in Steam, and a server opts in by installing with -beta experimental in SteamCMD (on our panel, the Version field set to experimental). Every player and the server must be on the same one. When Eleon runs an experimental test, part of a group switching branch is a frequent reason a server that worked yesterday refuses people today. A save made on experimental may not load on public afterwards, so back up before moving the server back.
Scenario mismatch
A server running a scenario such as Reforged Eden 2 sends its shared scenario data to each player when they join. Players do not need to subscribe on the Workshop, but the first join takes much longer while the data downloads, and players often quit thinking it froze. Tell them to wait.
Problems appear when the client's copy and the server's copy differ:
- You updated the scenario on the server. Clients may hold the old data in their cache. Have the affected player close the game, open the
Saves\Cachefolder in their Empyrion game folder, delete the folder for your server, and join again so it downloads fresh. - Two versions of the scenario folder. If
Content/Scenariosholds both an old and new copy, make sureCustomScenarioindedicated.yamlpoints at the folder the save was created with. A save tied toReforgedEden2will not load correctly fromReforgedEden2_new. - A numbered Workshop folder name. Scenarios left as their Workshop ID number are reported to loop or fail to load on servers. Rename the folder and point
CustomScenarioat the new name, before the save is created.
Scenario setup itself is covered in how to add a custom scenario to an Empyrion server.
Playfield timeout: players connect, then get kicked
Every planet or space area is a separate playfield process that starts on demand. If the starting playfield takes too long to boot, the player is dropped during the load, often on their very first join. This is the most common Empyrion failure on big scenarios.
Raise the boot timeout and keep a spare playfield ready in dedicated.yaml:
ServerConfig:
Srv_ReservePlayfields: 2
TimeoutBootingPfServer: 300
TimeoutBootingPfServer is in seconds. Srv_ReservePlayfields keeps that many playfield processes started in advance, so the next warp or join does not wait for a cold start. Each reserved playfield costs memory, so on a small plan keep it at 1 or 2. If timeouts continue, the server is short on RAM: Empyrion runs one process per occupied playfield, and a full Reforged Eden 2 server wants far more memory than a vanilla galaxy. The per playfield logs show which one failed to start.

Easy Anti-Cheat
With EACActive: true, every player must run the game with Easy Anti-Cheat working. Players are refused or kicked shortly after joining when:
- They started the game from the launcher with anti-cheat turned off.
- The EAC service is missing or damaged on their PC. Verifying the game files in Steam (right click, Properties, Installed Files, Verify integrity of game files) reinstalls it.
- Security software blocks EAC.
To find out if EAC is the problem, switch EACActive to false, restart, and see whether the player gets in. Turn it back on afterwards for a public server.
Password and player cap
- The password is
Srv_Password. On GamezServers it comes from the panel's Server Password (up to 20 characters) and replaces whatever is in the file on start, so change it in the panel. Srv_MaxPlayerscaps the server. On our panel that is Max Players, 20 by default. A full server refuses the next player.- A name or password edit only takes effect after a restart.
Order of checks
| Step | Check |
|---|---|
| 1 | Direct connect with IP and game port |
| 2 | Server finished starting, no errors at the end of the log |
| 3 | Same build and branch as every player |
| 4 | Game port and the next three open, UDP and TCP |
| 5 | Scenario folder name and client cache |
| 6 | TimeoutBootingPfServer and RAM |
| 7 | EAC on the player's PC |
A galaxy that is always reachable
Empyrion is one of the harder games to host at home: a block of ports, a Windows server, playfields that eat RAM, and a PC that has to stay on. An Empyrion server on GamezServers has its own address with nothing to forward, sets the name, password, player cap, seed and branch in the panel, gives you dedicated.yaml in the file manager, and has one click backups before patches and scenario updates. Plans are priced by RAM, you can move up a plan when the faction grows, and new customers get 50% off the first month. To bring an existing galaxy along, follow how to move an Empyrion save to a dedicated server.
FAQ
What ports does an Empyrion server need open?
The game port (default 30000) and the three after it, 30001 to 30003, for UDP and TCP. The Telnet port, 30004 by default, is for admins and should stay closed to the internet.
Why does my Empyrion server not show in the server list?
Srv_Public is off, the ports after the game port are blocked, the server is still loading, or the player is on a different branch. Direct connect tells you which.
Why do players get kicked while loading into the server?
Usually the starting playfield took too long to boot. Raise TimeoutBootingPfServer and keep Srv_ReservePlayfields at 1 or 2.
Can experimental and public players play together?
No. The server and every player must be on the same branch and build.
Do players need Reforged Eden 2 installed to join?
No. The server sends the scenario data on join. The first join just takes longer.
Skip the setup. Your own Empyrion - Galactic Survival server.
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