Windrose dedicated server customization is limited for now, because the game still has no admin commands. If you were hoping to boot griefers, restart a run, or tweak a world on the fly, you are out of luck. The workaround is old-fashioned and a little clunky: edit the server files directly and live with the fact that early access means ”feature-complete” is doing a lot of heavy lifting.
That limitation matters because Windrose is clearly built for groups, not solo dabblers. A persistent world makes sense for a game about ship upgrades, fortress-building, and shared progression, and the official hosted option at Nitrado is there if you want convenience over control. If you would rather avoid another monthly bill, self-hosting is free – provided you are willing to wrestle with Windows-only server software, startup crashes, and documentation that sounds like it was assembled in a hurry.
How to get a Windrose server running
The simplest route is to run the dedicated server on the same Windows PC you use to play. In Steam, switch the library view to Tools, install ”Windrose Dedicated Server,” then open the local files from the entry in your library. Launch ”StartServerForeground.bat” once so the server can generate its settings file and show logs if things go sideways later. After that, open ”ServerDescription.json” in the R5 folder and copy the invite code listed there.
Then start Windrose itself, choose ”Connect to Server,” paste the invite code, and search. If the connection times out, try again; first joins can be finicky while the world is being generated. That is the current trade-off: no elegant admin panel, but at least the basic plumbing works without paying for hosted infrastructure.
What you can edit in the server files
Windrose gives you a small but useful set of knobs in two files: ”ServerDescription.json” and ”WorldDescription.json.” In the first, you can set an invite code, toggle password protection, add a password, rename the server, and change the maximum player count. In the second, you can rename the world, choose a preset difficulty, or move beyond presets by editing world settings directly.
- InviteCode: minimum 6 digits using 0-9, a-z, and A-Z
- IsPasswordProtected: ”true” or ”false”
- Password: custom server password
- ServerName: custom server name
- MaxPlayerCount: how many concurrent players can join
Windrose world settings and difficulty options
The world file is where Windrose gets more interesting, because the presets only go so far. You can keep things on Easy, Medium, or Hard, but once you start changing individual values in ”WorldSettings,” the preset flips to Custom. That is the sort of limitation that usually gets expanded later in early access, once players have already done the debugging for the studio.
- WorldName: rename your pirate paradise
- WorldPresetType: Easy, Medium, Hard, or Custom after manual tweaks
- MobHealthMultiplier: 1.0 default, range 0.2 to 5.0
- MobDamageMultiplier: 1.0 default, range 0.2 to 5.0
- ShipHealthMultiplier: 1.0 default, range 0.4 to 5.0
- ShipDamageMultiplier: 1.0 default, range 0.2 to 2.5
- BoardingDifficultyMultiplier: 1.0 default, range 0.2 to 5.0
- Coop_StatsCorrectionModifier: 1.0 default, range 0.0 to 2.0
- Coop_ShipStatsCorrectionModifier: 0.0 default, range 0.0 to 2.0
- CombatDifficulty: Easy, Normal, or Hard
The absence of live admin commands is a bit behind the times, especially for a game that expects people to share a world for weeks rather than hours. Still, file-based control is enough to get started, and it is better than being locked into a one-size-fits-all server. The more interesting question is how quickly Windrose will move from ”edit JSON like it is 2012” to proper moderation and live management tools. For a pirate game built around cooperation, that upgrade is going to matter fast.

