Short answer: Yes. 7 Days to Die V2.6 supports crossplay between PC (Steam), PlayStation 5, and Xbox Series X|S. Legacy PS4 and Xbox One are not supported. The server must run vanilla (no mods), have EAC enabled, ServerVisibility set to Public (2), and the LiteNetLib network protocol enabled. There is no single CrossplayEnabled toggle, crossplay is the result of that combination.
7 Days to Die supports crossplay between PC (Steam), PlayStation 5, and Xbox Series X|S, with continued support through V2.6 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: V2.6 Stable shipped in April 2026 across all three crossplay platforms simultaneously, ending the multi-week console-lag pattern of the 2025 V2.x line. The crossplay configuration model is unchanged from V2.5: same serverconfig.xml properties, same in-client toggle, same 8-player cap. One new console-side issue: a chunk-load bug on PS5 (and to a lesser extent Xbox Series X|S) where the ground despawns under a player at their base. It is client-side, not server-side, and a relog usually fixes it. The dev team has acknowledged the issue and a console hotfix is in testing.
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 |
The crossplay-relevant serverconfig.xml properties (verified against our XML reference):
| Property | Recommendation | Why |
|---|---|---|
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. |
There is no CrossplayEnabled property in serverconfig.xml — crossplay is enabled by the combination of EAC + LiteNetLib + Public visibility, not by a single switch. If you've seen "set CrossplayEnabled=true" in older guides, that's an older or fabricated naming.
Player-count and world-size caps for crossplay aren't publicly documented as hard limits — what's listed elsewhere as "max 8 players, max 8192 world size" appears to come from in-UI guidance that varies by version. Check the live in-game crossplay toggle for whatever your current build enforces.
The supported platform pairings as of V2.6 (April 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 V2.6 servers 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 defaults — these are real properties:
<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 -->
Set ServerMaxPlayerCount and WorldGenSize to whatever your audience and hardware support — see Player Capacity Optimization for the trade-offs. Crossplay-specific upper bounds, if any, will be enforced by the in-game crossplay toggle and rejected at join time with an explicit error.
EACEnabled=true.ServerVisibility=2 (Public).LiteNetLib to ServerDisabledNetworkProtocols — console clients use it.ServerPort (default 26900, UDP) and adjacent ports.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.
<property name="ServerVisibility" value="2"/> <property name="EACEnabled" value="true"/> <property name="ServerMaxPlayerCount" value="8"/> <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"/>
The 8/8192 numbers above are the most-conservative crossplay-safe values. Going higher on either does not guarantee a non-standard rejection - some V2.6 builds allow higher player counts on crossplay, others do not. Start low, test, then push the slots up if your build allows it. The in-game crossplay toggle is the authority on what the server will accept.
Note: Console players cannot connect via direct IP - server browser only.
If your error message matches one of these exactly, jump to that section. Console clients show some errors only via in-game popup; PC clients log them to Logs/output_log_dedi_*.txt as well.
Non-Standard Game Settings Detected
Cannot join: server settings outside crossplay-eligible range
EAC: Authentication failed
Easy Anti-Cheat is required to play on this server
Version mismatch: server is on V2.6.0 b3, client is on V2.5.4 b9
Please update your game to join this server
Connection to server timed out
LiteNetLib socket closed; check that the server has not disabled it
Cannot connect to friend's server
Friend session is set to Friends Only - public visibility required for crossplay browser
Cause: Server has settings outside the crossplay-eligible ranges enforced at join time.
Solution:
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:
A known V2.6 issue affects 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 has publicly acknowledged the issue, and a console-side hotfix is in their internal testing pipeline. We will update this guide when the patch ships.
| 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, 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).