Dauntless Revived

Dauntless's official servers shut down on 30 May 2025, and the game stopped working. Dauntless Revived brings it back on a server you run yourself.

Built on Undaunted. Dauntless Revived is a modified fork of Undaunted by gwog (Gregory Morford) and contributors. Their work made this possible, and the fork stays AGPL-3.0 like the original.

game
Dauntless, by Phoenix Labs
client
Genuine 1.4.4 (Oct 2020, Unreal Engine 4)
server
Self-hosted fork of Undaunted
license
AGPL-3.0
status
Solo play works; friends next

Why this exists

Dauntless was a free-to-play co-op monster-hunting game from Phoenix Labs. Players teamed up to hunt huge monsters, then crafted weapons and armour from what they brought back.

Everything went through Phoenix Labs' online servers: logging in, your character, your gear, even starting a hunt. When those servers shut down on 30 May 2025, the game stopped working, even for people who still had it installed.

Dauntless Revived is a replacement server. It answers the game's calls in place of Phoenix Labs' servers, so a small group can play again. It is a preservation project: nothing is sold, and no game files are distributed by this site or the repository.

What works today, and what's next

Works today

  • Log in with a personal account key. No Epic account needed.
  • The tutorial, then Ramsgate, the hub city.
  • The Training Dojo, started only when someone goes there.
  • Real hunts: a Lesser Boreus and a pursuit have been played.
  • Crafting.
  • Inventory, gear and quests are saved and survive restarts.
  • Automatic backups every hour.
  • A friend kit: a hash-checked setup and launcher, ready for when friends can connect.

All of this is tested solo, by the host, on the host PC.

Not yet

  • Friends over the internet, planned through Tailscale (a private network between PCs) M1
  • Parties and the friends list M1
  • Real progression and the Hunt Pass, in progress M2
  • Bounties M2
  • Multiple loadouts M2
  • Text chat, designed as a small local XMPP server M3

It is not a public server. It runs for a few friends, and anyone can self-host it from the repository.

How it works, in four steps

  1. You start the game

    Each player uses their own copy of the genuine Dauntless 1.4.4 client. Two small files from Undaunted sit next to it: a dxgi.dll proxy that loads UndauntedInternalServer.dll.

  2. The game calls the host, not Phoenix Labs

    Those files point the game's online calls at the backend (the "metagame") on the host's PC. It handles accounts, characters, inventory and matchmaking, and saves them in a SQLite database.

  3. A game server starts

    When you head out on a hunt, the deploy server starts a game server for it: another copy of the same game, switched into server mode. Ramsgate has its own server that is always running.

  4. You play

    Your game connects straight to that game server. Loot, items and quest progress are sent back to the backend and saved (XP, ranks and the Hunt Pass not yet, M2), and an hourly backup keeps a copy.

How Dauntless Revived fits together On your PC, the genuine Dauntless 1.4.4 client with two Undaunted DLLs sends its online calls over HTTP to the backend (metagame) on the host PC. The backend asks the deploy server for a game server, the deploy server starts one, and your client then plays on that game server over UDP. Game servers send results and loot back to the backend. YOUR PC HOST PC client Dauntless 1.4.4 your own copy, unmodified + 2 Undaunted DLLs metagame · TCP 61000 Backend accounts, saves, matchmaking SQLite + hourly backups deploy server · TCP 61001 Deploy server starts game servers UDP 8770–8777 Game servers Ramsgate, always running one per hunt Training Dojo on demand HTTP 1 2 3 results, loot 4 gameplay traffic (UDP) How Dauntless Revived fits together On your PC, the genuine Dauntless 1.4.4 client with two Undaunted DLLs sends its online calls over HTTP to the backend (metagame) on the host PC. The backend asks the deploy server for a game server, the deploy server starts one, and your client then plays on that game server over UDP. YOUR PC HOST PC client Dauntless 1.4.4 your own copy, unmodified + 2 Undaunted DLLs metagame · TCP 61000 Backend accounts, saves, matchmaking SQLite + hourly backups deploy server · TCP 61001 Deploy server starts game servers UDP 8770–8777 Game servers Ramsgate, always running one per hunt, Dojo on demand 1 HTTP 2 3 4 UDP
An original diagram, not game art. Your PC runs the unmodified game. The host PC runs the backend, the deploy server and the game servers. The ports shown are the defaults.

Roadmap progress

The project's checklist lives in ROADMAP.md. When this page loads, the bars count its done and open items for each milestone, straight from the file.

  1. M0Safety net

    Backups, a restart test, and no calls to outside services, before anything else changes.

  2. M1Play together

    Tailscale, invite codes, usernames, parties and the friend kit.

  3. M2Everything you earn is saved

    Progression, the Hunt Pass, bounties, loadouts and daily timers.

  4. M3The full game loop

    Other hunt types, cosmetics, the mailbox, the store, text chat and events.

  5. M4Solid to run

    Auto-restart, log rotation, capacity limits and safe updates.

Live counts need JavaScript. See the live checklist.

Frequently asked questions

Can you still play Dauntless?

Not on the official servers: Phoenix Labs shut them down on 30 May 2025, and the game needs a server to work. It can run against a replacement server instead. Dauntless Revived is one: it runs the 1.4.4 client (October 2020) for a small group, and anyone who owns that client can host it for their own group.

Is there a public Dauntless private server I can join?

Not this one. Dauntless Revived is run privately for a few friends, and there is no public server to join. You can self-host it from the repository, or play if a host invites you.

Which version of Dauntless does it run?

The genuine, unmodified Dauntless 1.4.4 client from October 2020, built on Unreal Engine 4. Content released after November 2020 is not in that build. The project also studied the final 2.1.1 client, and those findings are in the docs.

Do I need an Epic Games account?

No. Each player has an account on the host's server and logs in with a personal account key. The 1.4.4 client is older than the game's Epic Online Services login.

Is it affiliated with Phoenix Labs or Epic Games?

No. It is an unofficial, non-commercial fan project. “Dauntless” is a trademark of its owners. No game files are distributed by this site or the repository, so you need your own copy of the 1.4.4 client.

How is it different from Undaunted?

Dauntless Revived is a fork of Undaunted by gwog (Gregory Morford) and contributors, and the server-mode DLL, deploy server, metagame and launcher are their work. The fork adds hardening (services listen only on the host PC by default, a port clash is a hard error, every request is logged), a friend kit and documentation, and it is working on saving progression (M2).

Can I help?

Yes. Questions, ideas and play-test reports go to GitHub Discussions. Please report security problems privately through a security advisory. The code is AGPL-3.0, so you can also run and change your own copy.

Credits

Undaunted

Dauntless Revived stands on Undaunted by gwog (Gregory Morford) and its contributors. The server-mode DLL, the deploy server, the metagame and the launcher are their work. This fork builds on top of it.

The code stays under the GNU Affero General Public License v3.0 (AGPL-3.0). If you host a modified version for other people, you must offer them its source code. The full credits are on the docs site's credits and license page.

Other projects in the space

  • Undaunted (upstream): the open-source server this fork builds on.
  • Mystic Paradox: porting the same approach to Dauntless 1.12.0.

Dauntless Revived is an unofficial, non-commercial fan project. It is not affiliated with, endorsed by, or supported by Phoenix Labs or Epic Games. “Dauntless” is a trademark of its owners. No game files are distributed by this site or the repository, and this page uses no game art: the diagram and shapes are original.