Short answer: Yes. 7 Days to Die V3.2.0 supports crossplay between PC (Steam), PlayStation 5, and Xbox Series X|S. Legacy PS4 and Xbox One are not supported. On a dedicated server there is a single switch and it is ServerAllowCrossplay, which ships set to false. Turning it on is necessary but not sufficient: the server also needs EACEnabled=true, IgnoreEOSSanctions=false, a player slot count no higher than the shipped default of 8, ServerVisibility=2 so the browser lists it, LiteNetLib left enabled, and no mods.
Background and the full platform matrix live on the main site: 7 Days to Die crossplay for dedicated servers. This page is the hands-on setup walkthrough.
Yes. "Crossplay" and "cross platform" (or "cross-platform play") all mean the same thing here - different platforms sharing one server. Here is exactly which pairs can play together in 2026 on V3.2 Stable:
| Can these play together? | Crossplay? |
|---|---|
| PC (Steam) and PS5 | Yes |
| PC (Steam) and Xbox Series X|S | Yes |
| Xbox Series X|S and PS5 | Yes |
| PC (Steam) and PC (Epic / Microsoft Store) | Yes - all PC clients share EOS crossplay |
| PS5 and PS4 (legacy) | No - PS4 is the discontinued 2014 build |
| Xbox Series X|S and Xbox One (legacy) | No - Xbox One is the discontinued 2014 build |
| Any modern platform and the 2014 legacy console build | No - separate game entirely |
| Nintendo Switch (any model) | No - there is no Switch version |
The short version: PC, PS5, and Xbox Series X|S are fully cross platform with each other. The only "no" answers are the legacy 2014 console builds (PS4 / Xbox One) and Nintendo Switch, which has never had a 7 Days to Die release. The server just has to run vanilla with EAC on and Public visibility - covered step by step below.
Yes - 7 Days to Die crossplay works between PC (Steam) and PS5 on V3.2.0. Both join the same vanilla, EAC-enabled, Public-visibility server that has ServerAllowCrossplay set to true, and share one world. Note there is no cross-progression: a save does not carry between PC and PS5, only live multiplayer is shared.
Yes - PC (Steam) and Xbox Series X|S play together on the same crossplay server, under the same vanilla + EAC + Public requirements. The legacy Xbox One (2014) build is a separate game and is not compatible.
Yes - PS5 and Xbox Series X|S are fully cross platform with each other and with PC on V3.2.0, on a single server that has ServerAllowCrossplay set to true and is capped at 8 player slots.
7 Days to Die supports crossplay between PC (Steam), PlayStation 5, and Xbox Series X|S, with continued support through V3.2.0 Stable. This guide covers what's actually required to set up a crossplay-capable server, the in-client crossplay toggle, and the snags that catch console players. Where specific values aren't documented in the public reference, this page errs on the side of "check your version and host" rather than fabricating numbers.
What changed in 2026: V3.2.0 Stable was promoted in August 2026 and is the current line. Since the V2.x era, console and PC now get the new stable on the same day, so the multi-week console lag is gone. Two things about the configuration model are worth knowing. First, the dedicated-server crossplay switch is a real property, ServerAllowCrossplay, and it ships turned off; a lot of guides written for earlier versions claim no such switch exists. Second, on V3.x the gameplay settings that decide whether consoles accept your server no longer sit as individual lines in serverconfig.xml: they are packed into the server's SandboxCode, so checking them means decoding that code.
The fastest path depends on what you're doing:
serverconfig.xml snippets are copy-pasteable.| Platform | Crossplay Support | Notes |
|---|---|---|
| PC (Steam) | Yes | Full support with EAC enabled |
| PlayStation 5 | Yes | Server browser only |
| Xbox Series X|S | Yes | Server browser only |
| PlayStation 4 | No | Legacy version, no updates |
| Xbox One | No | Legacy version, no updates |
Branch must match too. Same version also means same branch. V3.2.0 is the current stable branch; V3.0 "Dead Hot Summer" and V2.6 are earlier stable lines. Every client and the server must be on the same branch or they cannot connect, which surfaces as an incompatible/invalid version error - see Version Mismatch. Consoles update to the new stable on the same day as PC in the V3.x era, so keep the server on the default stable branch: a server pinned to an older line or opted into an experimental build locks console players out.
The crossplay-relevant serverconfig.xml properties (verified against our XML reference):
| Property | Recommendation | Why |
|---|---|---|
ServerAllowCrossplay | true | The actual crossplay switch. It ships as false, so a stock dedicated server is not a crossplay server until you change this line. |
IgnoreEOSSanctions | false | Required. The game's own config comment states that crossplay servers are only found in searches and joinable when sanctions are not ignored. Setting this to true silently removes the server from console searches. |
ServerMaxPlayerCount | 8 or lower | Required. The same comment says a crossplay server must have "a default or fewer player slot count", and the shipped default is 8. Raise it and console players stop finding the server. |
EACEnabled | true | Cross-platform sessions require EAC. Console players cannot join an EAC-disabled server. |
ServerDisabledNetworkProtocols | Default (SteamNetworking disabled, LiteNetLib enabled) | Console players reach the server via the LiteNetLib path - don't disable it. The default config is correct for crossplay. |
ServerVisibility | 2 (Public) | Console clients use the in-game server browser; "Friends-only" (1) and "not listed" (0) hide the server from the browser. |
| Mods | None for crossplay | Console clients can't load PC-side modlets. A modded server may still accept PC connections but won't accept console connections cleanly. |
The property is ServerAllowCrossplay, not CrossplayEnabled. That naming confusion has cost a lot of admins an evening. The V3.2.0 dedicated server ships this line:
<property name="ServerAllowCrossplay" value="false"/>
<!-- Enables/Disables crossplay, crossplay servers will only be found in searches
and joinable if sanctions are not ignored, and have a default or fewer player
slot count -->
The server tells you when it has refused. Those three conditions are not checked silently: when one fails, the server writes CROSSPLAY INCOMPATIBLE VALUE: PLAYER COUNT GREATER THAN MAX OF n or CROSSPLAY INCOMPATIBLE VALUE: EOS SANCTIONS IGNORED to its log, then CROSSPLAY DISABLED FOR SESSION, CORRECT VALUES TO BE CROSSPLAY COMPATIBLE. Those two are the only reasons the build gives, which is why the list of requirements here is short: everything else on this page is about being findable and joinable once crossplay is actually on.
Read that comment carefully, because it is the whole rule in one sentence. Crossplay needs three things to be true at once: the switch is true, IgnoreEOSSanctions is false, and ServerMaxPlayerCount is at or below the shipped default. EAC, public visibility and LiteNetLib are still required on top of that, but they are not what turns crossplay on. If you left ServerAllowCrossplay at its default and wondered why console players could not see a correctly configured server, that is the reason.
The player slot cap is real, not a cautious guess. The shipped ServerMaxPlayerCount default is 8, and a crossplay server must have "a default or fewer" slot count. So 8 is the ceiling for a console-compatible server, and raising it to 16 or 32 does not produce an error at boot: the server simply stops appearing to console players. A PC-only server can use any slot count you like. World size is the softer of the two limits, but an 8192 map or smaller is the safe console-compatible choice.
The supported platform pairings as of V3.2.0 Stable (August 2026):
| From | PC (Steam) | PS5 | Xbox Series X|S | PS4 | Xbox One |
|---|---|---|---|---|---|
| PC (Steam) | - | Yes | Yes | No | No |
| PS5 | Yes | - | Yes | No | No |
| Xbox Series X|S | Yes | Yes | - | No | No |
| PS4 | No | No | No | Yes (legacy only) | No |
| Xbox One | No | No | No | No | Yes (legacy only) |
The 2014 legacy console builds (PS4, Xbox One) are completely separate from the modern client. They do not receive content updates and cannot join a V3.2.0 server regardless of EAC, visibility, or version-match settings. If a player insists they can't connect from "their console", confirm which generation they're on first.
Crossplay means different platforms can share a server. Cross-progression means a character or save can move between platforms. 7 Days to Die supports the former but not the latter:
Players regularly ask "if I buy 7 Days on PS5 can I keep playing my Steam character?" - the answer is no, and the limitation is platform-side license/account boundaries, not something a host or admin can configure around.
Edit your serverconfig.xml to the following crossplay-friendly values - these are all real properties, copied from the V3.2.0 server's own config:
<property name="ServerAllowCrossplay" value="true"/>
<property name="IgnoreEOSSanctions" value="false"/>
<property name="ServerMaxPlayerCount" value="8"/>
<property name="EACEnabled" value="true"/>
<property name="ServerVisibility" value="2"/>
<!-- Default ServerDisabledNetworkProtocols ("SteamNetworking") is correct for crossplay; do not add LiteNetLib to the disabled list -->
Of those five, the first three are the ones that decide whether the server is a crossplay server at all. ServerMaxPlayerCount cannot go above 8 if you want console players, so it is not a free capacity dial here - see Player Capacity Optimization for what that costs you. WorldGenSize is the one genuinely flexible number: keep it at 8192 or below for console compatibility and size it to your hardware below that.
ServerAllowCrossplay=true. It ships as false. Nothing else on this list matters until you do.IgnoreEOSSanctions=false and leave it there.ServerMaxPlayerCount to 8 or lower. Above the shipped default the server stops being a crossplay server.EACEnabled=true.ServerVisibility=2 (Public).LiteNetLib to ServerDisabledNetworkProtocols - console clients use it.ServerPort and the adjacent ports the engine uses. The shipped default is 26900, and the config's own comment advises keeping it inside 26900-26905 or 27015-27020 so PCs on the same LAN can still discover it. For the exact protocol-by-port table see the dedicated server networking reference rather than guessing at TCP versus UDP per port.If you want a copy-paste starting point, the following block is the minimum set of properties that gets PC, PS5, and Xbox Series X|S players onto the same server. Drop these into your serverconfig.xml, restart, and the in-game crossplay browser will pick the server up within a few minutes.
<!-- The three that actually decide crossplay: --> <property name="ServerAllowCrossplay" value="true"/> <property name="IgnoreEOSSanctions" value="false"/> <property name="ServerMaxPlayerCount" value="8"/> <!-- Required alongside them: --> <property name="EACEnabled" value="true"/> <property name="ServerVisibility" value="2"/> <property name="WorldGenSize" value="8192"/> <!-- Do NOT add LiteNetLib to ServerDisabledNetworkProtocols. --> <!-- Default disabled list contains SteamNetworking only, which --> <!-- is correct for crossplay. Leave it alone. --> <property name="ServerDisabledNetworkProtocols" value="SteamNetworking"/>
8 is a ceiling, not a starting point. The game's own config comment requires a crossplay server to have "a default or fewer player slot count", and the shipped default is 8, so raising it is what takes the server off the console browser. Do not treat it as a number to test upward from. 8192 is the safe world size for console-compatible worlds; going smaller is fine, going larger is the thing to avoid.
Note: Console players cannot connect via direct IP - server browser only.
Find your symptom below. Console clients show most of these only as an in-game popup; PC clients also log the underlying failure to Logs/output_log_dedi_*.txt, which is the better place to look if you run the server.
Only one of these is a message the game words exactly the way players report it, and it is the one that sends most admins here:
non standard game settings detected in this game
The rest are described as symptoms rather than quoted, because the exact wording differs between platforms and builds and an error string you match character-by-character against a guide is worse than useless when it is slightly wrong.
| Symptom | Usual cause |
|---|---|
| The server does not appear in the console server browser at all | ServerAllowCrossplay is still false, ServerMaxPlayerCount is above the allowed maximum, IgnoreEOSSanctions is true, or ServerVisibility is not 2. The player sees no error at all, but the server log does: it prints CROSSPLAY INCOMPATIBLE VALUE: PLAYER COUNT GREATER THAN MAX OF n or CROSSPLAY INCOMPATIBLE VALUE: EOS SANCTIONS IGNORED, followed by CROSSPLAY DISABLED FOR SESSION, CORRECT VALUES TO BE CROSSPLAY COMPATIBLE. If console players cannot see your server, read the log before changing anything. |
| Console player is refused with a non-standard-settings message | Gameplay settings outside the console-eligible ranges, or mods loaded. |
| Anti-cheat refuses the connection | EACEnabled is false on the server, or the PC client launched with EAC off. |
| Version or build incompatibility on join | Client and server on different builds or different branches. See Version Mismatch. |
| PC players connect, console players time out | LiteNetLib added to ServerDisabledNetworkProtocols, or the port is not reachable. |
| Friends cannot reach a peer-hosted game | The host's session is friends-only, which keeps it off the crossplay browser. |
Cause: the server's gameplay settings fall outside the ranges consoles accept, so the join is refused even though the server is otherwise a valid crossplay server.
Solution:
serverconfig.xml. They are packed into the server's SandboxCode, so checking them means decoding that code rather than reading four XML lines. Our sandbox code generator is the fastest way to see what a given code actually sets.Cause: EAC mismatch between client and server.
Solution:
Cause: Different game versions between client and server.
Solution:
Cause: Server configuration issue.
Checklist:
Solution for console:
Most reliable for crossplay:
This section describes a V2.6-era problem and is kept for anyone still on that line or searching for it. It is not current V3.2.0 advice, and it has not been re-confirmed against V3.2.0. If you are on current stable and falling through the world, treat it as a new issue rather than assuming this is the same one.
A known V2.6 issue affected some PS5 (and a smaller number of Xbox Series X|S) players who upgraded from V2.5: chunks fail to stream in at their home base, the ground despawns, and the player falls through the world. The drop usually lands them in the void or onto the bedrock layer; in some cases they take fall damage and respawn at their bedroll.
Important characteristics, observed across the community:
Workaround that works most of the time: log out completely, wait 60 seconds, log back in. The chunk stream usually completes on the second attempt. If that doesn't work, restart the console, then rejoin. As a last resort, move to a chunk further from your base (e.g., a nearby road or trader POI), let chunks settle for 30 seconds, then walk back.
The dev team publicly acknowledged the issue at the time. Two stable lines have shipped since, and we have not re-confirmed the bug against V3.2.0, so treat this section as history rather than as current troubleshooting.
| Aspect | PC | Console |
|---|---|---|
| Max View Distance | 12 chunks | 10 chunks |
| Load Times | Varies by hardware | Generally longer |
| Frame Rate | Uncapped | 60 FPS target |
| Graphics Options | Full customization | Preset options |
Yes. 7 Days to Die is cross platform between PC (Steam), PlayStation 5, and Xbox Series X|S on V3.2 Stable. Cross platform play and crossplay are the same feature. The legacy PS4 and Xbox One builds and Nintendo Switch are not part of it.
Yes. PC (Steam) and Xbox Series X|S play together when the server runs vanilla, has EAC enabled, and ServerVisibility set to 2 (Public). Xbox One (the 2014 legacy build) cannot - only Xbox Series X|S.
Yes. PC (Steam) and PlayStation 5 share crossplay servers under the same conditions: vanilla, EAC on, Public visibility, LiteNetLib left enabled. PS4 is the legacy build and is not crossplay-capable.
Yes. Xbox Series X|S and PlayStation 5 can play together on the same crossplay server, with or without PC players present. Both connect through the in-game server browser - neither console supports direct IP connect.
Yes, with crossplay enabled and EAC on.
No. Any mod on the server disables crossplay.
Server must be Public (not Friends-only), crossplay enabled, EAC on, and vanilla (no mods).
No. Save data is platform-specific.
No. Only PS5 and Xbox Series X|S support crossplay.
Console split-screen works, but both local players connect as one to crossplay servers.
No. The current platform set is PC (Steam), PS5, and Xbox Series X|S. Nintendo platforms have never been part of the modern V2.x release. The legacy PS4/Xbox One builds were not ported to Switch either.
Two known triggers: the client crashed mid-session before settings could save (relaunch, set it again, exit cleanly via the main menu), or the platform account was logged out (EOS sign-in is required for the toggle to persist). Verify EOS sign-in in Options > Account before re-enabling.
Yes. The whole world inherits the mod state of the host. If the PC host has any modlet active, the world is "modded" from the in-game crossplay browser's perspective and consoles cannot join. Disable modlets, restart, then host. Your save survives the modlet toggle as long as the mods are XML-only (no new blocks or items added to the world).