Frequently asked questions

Short answers to what people ask most about Dauntless Revived and about playing Dauntless after the official servers shut down. Each answer links to the page with the details.

Questions
  1. Can you still play Dauntless after the shutdown?
  2. Is there a Dauntless private server?
  3. Which version of Dauntless does it use?
  4. Do I need an Epic Games account?
  5. Can I join your server?
  6. How do I host my own Dauntless server?
  7. Where do I get the game files?
  8. Is Dauntless Revived affiliated with Phoenix Labs or Epic Games?
  9. Is it legal?
  10. Does my progress save?
  11. What is Undaunted, and how is Dauntless Revived different?
  12. Can you play together with friends?
  13. Does it work on Linux or the Steam Deck?
  14. Can I help?

Can you still play Dauntless after the shutdown?

Yes, against a private server. The official servers shut down on 30 May 2025, and without a backend the game cannot be played at all. Dauntless Revived is a replacement backend for the genuine Dauntless 1.4.4 client: if you have your own copy of that client, you can host it and play. So far the game has been played by one player: on the host PC (login, the tutorial, Ramsgate, the Training Dojo, hunts and crafting) and, on 22 September 2026, over the internet on a server on a rented machine, from the invite to the first hunt. Playing with a second player has not been tested yet. See what works now.

Is there a Dauntless private server?

Yes. Dauntless Revived is a private server built on Undaunted, the open-source Dauntless server by gwog and contributors. It is not a public server that anyone can join: it runs for a few friends, and anyone can host their own from the source code. A related project, Mystic Paradox, ports the same approach to the 1.12.0 client.

Which version of Dauntless does it use?

The genuine Dauntless 1.4.4 client from October 2020 (Unreal Engine 4). The game’s own files are not modified; two DLLs are placed next to the executable. Undaunted’s server DLL hooks fixed addresses inside that exact build, so other versions, including the final 2.1.1 client, do not work. Content released after November 2020 is not in 1.4.4. Verifying game files shows how to check that a copy is genuine.

Do I need an Epic Games account?

No. The 1.4.4 client predates the Epic Online Services login. Each player has an account on the server and logs in with a personal account key. See Join as a friend.

Can I join your server?

No, sorry. It is a small private group of friends, not a public service. Our server runs on a rented machine, but only people the owner invites can make an account, and they join with the friend launcher and an invite. You can run the same thing for your own group; see Host a server or, for a rented machine, the Windows server kit.

How do I host my own Dauntless server?

You need a Windows PC, your own copy of the Dauntless 1.4.4 client, Node.js and the fork’s source code. Host a server walks through it step by step: verify the build, place the two DLLs, then start the metagame (the backend) and the deploy server (which starts the game servers). Run it for a group covers letting friends in. For an always-on server on a rented Windows Server 2019 machine, the Windows server kit installs everything with one command from your PC.

Where do I get the game files?

Not from here. This site and the repository contain no game files, and we do not link to downloads of the game. Every player needs their own copy of the 1.4.4 client. Verifying game files explains how to check that a copy is genuine and unmodified.

Is Dauntless Revived affiliated with Phoenix Labs or Epic Games?

No. It is an unofficial, non-commercial fan project. It is not affiliated with, endorsed by or supported by Phoenix Labs or Epic Games, and “Dauntless” is a trademark of its owners. Nothing is sold, and there is no real-money store.

We cannot give legal advice. What we can say is what the project does: it does not include or link to game files in this site or the repository, it does not modify the game’s files on disk, it is non-commercial, and its own code is licensed AGPL-3.0. It exists for preservation and interoperability, so that people who already own the game can keep playing it. Credits and license has the details, including what the AGPL asks of anyone who hosts a modified server.

Does my progress save?

Mostly. Items, materials, Rams, crafted gear, quests and story progress are saved in a database, survive restarts and are backed up every hour. Slayer level, weapon and behemoth mastery and the Hunt Pass (with the Elite pass for everyone) are saved too: real progression is on by default and passed an in-game test on a throwaway account, and on our rented server on 22 September 2026 Slayer level, weapon mastery and behemoth mastery all went up in the game. Bounties and daily limits are stored but not fully tried in the game yet, and escalation is not saved. The rest of “everything you earn is saved” is milestone M2 on the roadmap.

What is Undaunted, and how is Dauntless Revived different?

Undaunted, by gwog (Gregory Morford) and contributors, is the open-source project that made this possible. The server-mode DLL that turns a copy of the 1.4.4 client into a game server, the deploy server, the metagame backend and the launcher are all theirs. Dauntless Revived is a modified fork of it. We started with practical changes (safer network defaults, clearer errors and a request log) and have since added saved progression, safer saves, usernames and invite codes, parties, a friends list and guilds on the server side, a friend launcher built on Undaunted’s, a gateway for hosting on a public address, a Windows server kit, documentation in English and Finnish, and a roadmap towards playing together with everything saved.

Can you play together with friends?

Hunting together, yes. On 22 September 2026 two players saw each other in Ramsgate and hunted together over the internet on our rented server, where friends join with the launcher and an invite; they queued for the same hunt within a few seconds of each other. Parties, the friends list and guilds are built on the server side, but in that test a party invite and a friend request did not show in game. The causes are found and fixed, and the fixes pass tests that replay the game’s own requests; the next two-player test will show whether they work in game. Upstream Undaunted reports hunts with up to 4 players working on the same client; we have tried two. The roadmap tracks this as milestone M1, and How multiplayer works explains how a client-only build can host games at all.

Does it work on Linux or the Steam Deck?

Linux client support is experimental but now tested on Ubuntu with Proton. Launcher 0.1.13 fixes a Wine/Proton client-initialization deadlock that could leave Discord showing Dauntless while no game window appeared, and the launcher handles the native dxgi override and GNOME/Wayland XWayland authorization automatically. Steam Deck has not been tested yet. Hosting the actual Dauntless game servers under Wine/Proton is a separate path from the Linux player launcher; the Node.js backend already runs on Linux, while the game-server Wine path is still being validated.

Can I help?

Yes. The source code, the roadmap and the findings are public, so you can read, test and fork everything. If you spot a mistake on this site, or you know how part of the original backend behaved, open an issue on GitHub.