Ark, Rust, Valheim and Conan Exiles are all described as survival multiplayer, and picking between them by feature list is how people end up on a server they abandon in a fortnight.
The features are broadly similar: gather, build, defend, progress. What differs is the social contract each one produces, and that is decided by three settings the genre rarely discusses directly.
The three variables that decide everything
Can somebody destroy what you built while you are offline?
This is the single biggest divide in the genre, and it splits it cleanly. Servers where the answer is yes produce a game about defence, secrecy and timing. Servers where the answer is no produce a game about construction and cooperation.
Rust says yes, always, and that is the point of Rust. Ark and Conan usually say yes with a configurable protection window. Valheim mostly says no, because it is built around a group who already know each other.
Does the map reset?
Rust wipes monthly, universally. Ark and Conan servers run for years. Valheim worlds run until the group stops.
Building for three months on something that resets in four weeks is the standard disappointment across the whole genre, and it is the question people ask last. Seasons and resets covers the trade properly.
What is the group size, and is it capped?
A solo player on an uncapped Rust server is playing a different game from a solo player on a duo-capped one. Ark tribes and Conan clans have the same dynamic.
Rust
The social contract: everything you own can be taken. Nothing is protected. Offline raiding is normal and expected.
The rhythm: monthly wipes, with the first two days being the best of the cycle. Arriving mid-wipe against established groups is the mistake new players make.
Who it suits: people who want stakes, and who enjoy the early game most. If your favourite part is starting with nothing on a beach, Rust gives you that twelve times a year.
Who it does not: anybody who wants to build something and have it stand. The Rust servers guide covers picking a server, and the wipe schedule is the decision that matters most.
Ark
The social contract: configurable, and servers vary enormously. Official servers are brutal; many community servers add offline raid protection, which changes the game fundamentally.
The rhythm: long. Taming and breeding are measured in real days, and progression assumes you are there most evenings for weeks.
Who it suits: people who want a long project and a tribe. The taming loop is the thing nothing else in the genre has, and it rewards sustained attention.
Who it does not: anybody with a few hours a week. The time investment is not optional and a lapsed player falls behind in a way that is hard to recover.
Valheim
The social contract: usually cooperative. Most servers are a group of friends, PvP is off or incidental, and nothing is at risk from other players.
The rhythm: a campaign. There are bosses in an order, the world opens as you beat them, and a group works through it over weeks.
Who it suits: a fixed group who want to build and explore together. It is the least adversarial thing in the genre and the most obviously designed for six friends.
Who it does not: anybody looking for a public server with strangers. Valheim's public-server scene is thin because the game is not really built for it.
Conan Exiles
The social contract: closer to Ark than to Rust. Clans, raid windows on most servers, and a building system with more depth than the rest of the genre.
The rhythm: medium. Faster than Ark, slower than Rust, with progression that does not demand daily attendance.
Who it suits: people who want building to be the point and combat to be a consequence.
Comparing them honestly
| offline raiding | resets | solo viable | time demanded | |
|---|---|---|---|---|
| Rust | yes | monthly | on capped servers | high, in bursts |
| Ark | server-dependent | rarely | difficult | very high, sustained |
| Valheim | usually no | rarely | yes | moderate |
| Conan | usually windowed | rarely | moderate | moderate |
The column that decides most people's answer is the last one, and it is the one nobody checks before buying.
What to check on any server in the genre
Rates and multipliers. A 10x gather server is a different game from vanilla, and "modded" on a listing tells you almost nothing. The multiplier matters more than the label.
Raid protection and windows. Whether there is any, and when.
Group caps. Decisive if you are playing alone.
Wipe or reset schedule, stated or absent. Absent is informative.
Population and peak hour. Survival servers need enough people for the world to feel inhabited and few enough that you are not fighting constantly. Peak hours is the check, and it matters more here than in round-based games because the sessions are long.
The store. Survival games have well-developed monetisation and some of it sells progression directly. Spotting a pay-to-win server takes a minute.
For anyone running one
These are the heaviest servers in this directory to host, and the reasons are consistent across all four.
Entity and structure count grows without bound. Every base built is permanent simulation load, and a server six months into a cycle is doing far more work than one at the start. This is why Rust's wipe schedule is a performance mechanism as much as a gameplay one.
Hardware means single-core speed and fast storage. More cores will not fix your server and disk speed both apply directly, because these games save large worlds frequently.
Decide the raid policy before launch and publish it. It is the social contract, and changing it later is the thing communities do not forgive.
Abandoned bases are the map-sprawl problem. A decay or expiry policy is the main lever, and it needs stating in advance.
Moderation load is proportional to how much is at stake. A PvE Valheim server is nearly self-running. A no-protection PvP server generates disputes constantly, and moderating a community is not optional.
What the differences come down to
Strip the branding and the survival formats vary along four axes. Where a server sits on each of them predicts your experience better than the game does.
Wipe frequency. Weekly, monthly, quarterly, or never. This is the single largest difference between two servers running the same game, and it determines whether you are playing a sprint or building something. A weekly wipe is a format; a six-month wipe is a home.
Group size limits. Solo, duo, trio, or unlimited. A server that caps groups is a different game from one that does not, because unlimited grouping means the largest clan on the server sets everybody else's experience.
Rates and progression speed. Multiplied gathering and shortened crafting turn a hundred-hour progression into a twenty-hour one. Neither is casual or hardcore in itself; they are different lengths of story.
Raiding rules. Whether offline raiding is allowed is the most consequential rule any survival server has, and servers are split on it. Being raided while asleep is either the point of the genre or the reason people quit, depending on who you ask.
Everything else, the plugins, the events, the shops, sits on top of those four and matters less than any of them.
Reading a survival listing
The information is usually there and it is usually in the server name, compressed into abbreviations.
Wipe day and cycle, frequently as a date. A server advertising a wipe two days from now is advertising a fresh start, which is the best time to join and the worst time to judge its population.
Rates, as multipliers. Anything above roughly three times is a substantially different game from the default.
Group cap, as a number or a word.
Region, because latency matters more in survival than in almost anything except competitive shooters, and because the population you will be playing against lives there.
Whether it is modded, and how heavily. This determines both the download and whether your existing knowledge applies. Why modded servers take so long to join.
What is missing from a name is informative too. A server that does not state its wipe cycle either does not have one or does not want you to know how long the current one has run.
Joining at the right moment
The advice that changes the experience most and appears nowhere in server listings.
Join on wipe day, or within a day of it. Everybody is naked, nobody has infrastructure, and the map is open. This is the format at its best and it is a completely different game from the same server a fortnight later.
Joining mid-cycle means arriving into a world where the good positions are held by groups with a two-week head start. It is survivable and it is not the experience the server is selling.
Check when the wipe is before you commit an evening. Most servers publish the schedule and many display a countdown.
If you are solo, find a server that caps groups. The alternative is meeting a clan of eight on day two.
And if the first cycle does not suit you, wipe day comes round again. Survival servers are one of the few formats where a bad start costs you a week rather than the server, which is the underrated advantage of a genre built on resets. Seasonal servers and resets covers why the same idea works outside survival.
Picking
Answer three questions honestly and the choice makes itself.
How many hours a week do you have? How much do you mind losing what you built? Are you playing alone or with a group?
High hours, tolerant of loss, in a group: Rust or Ark. Moderate hours, want to keep what you build, with friends: Valheim or Conan. Few hours, playing alone: a capped or PvE server in any of them, and check the reset schedule before you start.
Browse the listings filtered by the game once you know which of those you are, rather than the other way round.
Common questions
- Why do survival servers wipe instead of running permanently?
- Resets are largely a performance mechanism to handle entity and structure counts that grow without bound. Rust wipes monthly to clear permanent simulation load from abandoned bases that cause severe map sprawl over time.
- Which survival game is best for players with only a few hours of free time?
- A capped or PvE server in any of the games suits players with limited time. However, Ark is explicitly not suited for this schedule, as its taming and breeding loops demand sustained attention over most evenings.
Published · 7 min read