Voyagers of Nera Server Not Showing or Can't Connect: Fixes
Voyagers of Nera dedicated server missing from Browse Games or timing out on join? Fix version mismatch, ports 7777 and 7778, the advertised IP and beta branch.
Updated Oct 7, 2026 · 6 min read
On this page
- Step zero: is the server actually up?
- Fix 1: Update the server after every patch
- Fix 2: Get everyone off the beta branch
- Fix 3: Use the right join method
- Fix 4: The server shows up but joining times out
- Fix 5: Joining from the same network as the server
- Fix 6: Everything was fine, then a new world appeared
- Symptom table
- Skipping the router entirely
- FAQ
If your Voyagers of Nera dedicated server is not in Browse Games, or it shows up but times out when you join, start with the version: Treehouse Games ships frequent Early Access patches, and a server that is one update behind turns away every player who has the new build. After that, the causes are networking: UDP ports 7777 and 7778 not reaching the server, the server advertising its public IP while you connect from the same network, or a home connection behind CGNAT. Players on the Steam beta branch cannot join a dedicated server at all.
Step zero: is the server actually up?
Start the server with -log so you can see what it is doing. On a self hosted Windows server, run:
BoatGame\Binaries\Win64\BoatGameServer-Win64-Shipping.exe -log -port=7777
Without -log, the server runs with no window and no output, which makes "is it even running" impossible to answer. Wait until the log shows the world has loaded, then try joining. The log is also written to BoatGame/Saved/Logs/BoatGame.log.
Fix 1: Update the server after every patch
This is the most common cause by far. Steam updates the game on your PC the moment a patch drops. The dedicated server (SteamCMD app 3937860) does not update itself unless you run the update. A version gap means friends either do not see the server or fail on join.
steamcmd +force_install_dir C:\nera-server +login anonymous +app_update 3937860 validate +quit
Run that after every game patch, then start the server. If the server is hosted, a restart with automatic updates on does the same thing. The general version of this problem is in our game server version mismatch guide.
Fix 2: Get everyone off the beta branch
The Steam beta branch does not support dedicated servers. A friend who opted in to test something cannot see or join your server. In Steam, right click Voyagers of Nera, Properties, Betas, set it to None, let it update, and try again.
Fix 3: Use the right join method
There are three ways in, and when one fails another often works:
- Browse Games: on the main menu, click Browse Games and look for the server's display name.
- Direct Connect: click Direct Connect, enter
IP:port, then Confirm, and type the password if asked. - Invite code: the server writes a code to
DedicatedServerMagicJoinCode.txtin its folder. Players can join with it instead of the address.
The invite code skips the password, so treat it like a key. Our hosting guide explains when to share the code and when to share the name and password.
If the server does not show in the browser but Direct Connect works, the server is healthy and the list is the issue. Treehouse has shipped several fixes to server discovery since launch, and a server can take a little while to appear after a restart. Direct Connect is the dependable route in the meantime.
Display names with spaces or symbols can also cause trouble in the list. Use letters, numbers, dashes and underscores: Tidewatch_Crew, not Tidewatch Crew!.

Fix 4: The server shows up but joining times out
This is the case the developers call out in their own dedicated server FAQ: the server is running and registered, but traffic between the player and the server is blocked.
On a home server, check the ports. A Treehouse developer confirmed the server uses 7777 and 7778, so forward both on UDP to the server PC, and allow BoatGameServer-Win64-Shipping.exe through Windows Defender Firewall. Our port forwarding guide covers the router. If you start the server on a different port with -port=, forward that port and the one above it instead, and use the same port in Direct Connect.
If the ports are open and it still times out, test on your own network first, which Treehouse recommends:
- If a player on your LAN can join but outside players cannot, something upstream is blocking the connection. The usual culprits are a second firewall in the ISP's router, or carrier grade NAT. See how to tell if you are behind CGNAT. Port forwarding cannot fix CGNAT. Your options are asking the ISP for a public IPv4 address, using a VPN overlay, or running the server somewhere with a public address.
- If nobody can join even on the LAN, the server itself is misconfigured. Check the log for errors on startup.
Fix 5: Joining from the same network as the server
By default the server advertises its public IP to players. If you sit on the same network and connect with the server's private address (192.168.x.x) or 127.0.0.1, the address you typed does not match the one the server advertises, and the game will not find it. A developer summed it up as: a server advertising its public address cannot be found when you connect with its private one.
Two ways out:
- Enable NAT loopback (also called hairpinning or NAT reflection) on your router, then connect using the public address like everyone else. Others can join while you cannot is the classic sign that loopback is missing.
- Override the advertised IP to the private address when you only play on the LAN. Treehouse documents this in its "How to Override Advertised IP Address" page, linked from the pinned Dedicated Server Set-Up Guide and FAQ on Steam. Use
127.0.0.1when the game and server run on the same PC, or the192.168.x.xaddress for another PC on the network. Outside players will not be able to join while the override is set.
Fix 6: Everything was fine, then a new world appeared
If friends connect but the sanctuary is gone, that is a save issue, not a network one. The server keeps one save folder with a long ID name in BoatGame/Saved/PersistedData. If a second ID folder appears or the old one went missing, the server loads a new world. Restore the folder from your backup.
Symptom table
| Symptom | Most likely cause |
|---|---|
| Nobody sees or joins after a patch | Server not updated |
| One friend cannot see it | They are on the beta branch |
| Not in Browse Games, Direct Connect works | List delay or name with spaces |
| In the list, times out on join | UDP 7777 or 7778 blocked, or CGNAT |
| Others join, host cannot | No NAT loopback, or private address used |
| Joins into a fresh world | Save folder missing or duplicated |
Skipping the router entirely
A Voyagers of Nera server on GamezServers has its own public address with the ports open, so the timeout, loopback and CGNAT cases above do not apply. Auto Update pulls each hotfix on restart, so patch day means one restart, and the display name, password, max players and autosave timer are panel fields. The invite code file and the save folders are in the file manager, and a one click backup before an update keeps the sanctuary safe. Plans start at 4 GB for a small crew.
FAQ
Why can't my friends join my Voyagers of Nera server after an update?
The server is still on the old version. Update it (SteamCMD app 3937860) and restart, and make sure nobody is on the beta branch.
What ports does a Voyagers of Nera server use?
The developers name UDP 7777 and 7778 by default. Change the base port with -port= on the launch line and forward the new pair.
Can I join a Voyagers of Nera server by IP?
Yes. Click Direct Connect on the main menu, enter the address and port, and click Confirm.
Why can others join my server but I cannot?
You are on the same network as the server. Turn on NAT loopback on your router, or override the advertised IP to the private address for LAN play.
Does the beta branch work with dedicated servers?
No. Players have to be on the live version to see and join a dedicated server.
Skip the setup. Your own Voyagers of Nera server.
Then $9.99/mo. Just trying it? $2.50 for 3 days