Conan Exiles Server Not Showing in the Server Browser (Registration & Port Fix, 2026)
Last verified: 2026-06-14 (Conan Exiles Enhanced, UE5 build).
This is the single most common self-hosting complaint for Conan Exiles, and it survived the move to Enhanced (UE5): your dedicated server boots, the log looks healthy, the world loads, the process is sitting there waiting for players - and yet it never shows up in the in-game server browser. Your friends search the list, filter by name, refresh for twenty minutes, and find nothing. This guide explains how the browser listing actually works, ranks the real causes, busts the most popular false-alarm log line, and gives you a Direct Connect test that proves in thirty seconds whether the server is reachable at all.
Want to skip all of this? A Supercraft Conan Exiles Enhanced server ships with the game/query ports pre-opened, a clean public IP, and master-server registration handled for you - the server appears in the browser on first boot with nothing to forward.
Symptom: boots fine, just never lists
The defining trait of this problem is that nothing looks broken on the server side. The log shows the map loading, the persistence system initializing, the world streaming in. If you connect with RCON you get a healthy response. The process is listening. The only thing wrong is that the server is invisible in the public list. That is what separates a "not showing in browser" problem from a "server crashing" or "players time out on join" problem, and it points the investigation squarely at registration and reachability, not at the game itself.
How the listing actually works: game port vs query port
Conan Exiles uses two different network paths, and conflating them is the root of most confusion.
- Game port - 7777 UDP (default). This is the channel players actually play on once they are connected. Direct Connect uses this port. If the game port is open and reachable, a player who knows your IP can join even if the browser never lists you.
- Query port - 27015 UDP (default). This is the Steam query channel the server browser and the master server use to discover the server, read its name, player count, ping, and map. This is the port that makes you appear in the list. A server can be perfectly joinable on the game port while being completely invisible because the query port is blocked.
There are two more ports to be aware of:
- Raw/peer UDP port - 7778 (default). When you set the game port (Port=7777), Conan reserves the next port (7778) for raw socket traffic. You do not configure 7778 directly - it is Port+1 - but you do need it open. This is why "open 7777" alone sometimes is not enough.
- RCON port - 25575 TCP (default). Remote console only. It has nothing to do with the browser listing; you can leave it closed to the public and still be listed.
The single most important takeaway: the browser listing depends on the query port, not the game port. When someone says "my server is up but not in the list," the first thing to check is the query port - 27015 UDP - not 7777.
The "Autologin attempt failed / OSS NULL" myth-bust
Search any forum thread about this problem and you will find people pointing at a server-log line that reads something like LogGameSession: Warning: Autologin attempt failed, unable to register server, often near a line mentioning OSS NULL. It looks like a smoking gun. It usually is not.
These lines appear on perfectly healthy, fully-listed Conan dedicated servers too. They are part of the normal online-subsystem chatter during startup; a server can print "Autologin attempt failed" during boot and then go on to register and list correctly a moment later. Pinning your "not showing in browser" problem on that one line is the classic dead end - people spend hours chasing an authentication ghost while the actual cause (a blocked query port) sits untouched.
So treat the autologin/OSS-NULL line as noise unless you have ruled out every reachability cause below. If you have a working server to compare against, grep its log - you will very likely find the same line there. The exception worth knowing: a genuine, persistent "unable to register server" condition that never recovers can correlate with an IPv6/MULTIHOME misconfiguration (covered below), but the log line by itself is not diagnostic.
Ranked real causes
1. The query port (27015 UDP) is not forwarded or is firewalled
This is the number-one cause by a wide margin. You opened 7777 because that is the port everyone talks about, but the browser needs 27015 UDP. If the query port is closed at the router or blocked by the host firewall, the server is invisible no matter how healthy it is. On a home connection this means a port-forward rule for 27015 UDP (and 7777 + 7778 UDP for the game itself). On a VPS or dedicated box, this means an inbound firewall rule. Open all of: 7777 UDP, 7778 UDP, 27015 UDP. Add 25575 TCP only if you want remote RCON.
2. The advertised public IP is wrong or unreachable
The server has to tell the master server which IP to list. If it advertises a private LAN address (192.168.x.x, 10.x.x.x), or a stale IP, or the wrong NIC on a multi-homed box, the listing will either fail or point players at an address that does not work. On machines with more than one IP, Conan supports a -MULTIHOME=<ip> launch parameter to pin the server to a specific address. Critically, on Enhanced you must pair it with -MULTIHOMEHTTP=<ip> so the server's registration HTTP requests go out from the same IP the game server is bound to. Using -MULTIHOME without -MULTIHOMEHTTP is a documented way to end up booting fine but never registering.
3. Mod-list or build-version mismatch between server and client
If your server runs mods, the client must have the exact same mod list to see and join it in the modded-server flow. A mismatch can hide the server from the player or block the join even when the listing is fine. The Enhanced (UE5) transition made this worse for a while: every mod compiled against the old UE4 build became invalid until the author recompiled, so a server pinned to an old mod set could effectively vanish for updated clients. The same applies to the base build - an Enhanced (UE5) server and a pre-Enhanced (UE4) client cannot see or connect to each other. See the Enhanced launch notes for the build-mismatch detail and installing mods for the mod-parity checklist.
4. BattlEye state mismatch
BattlEye's enabled/disabled state has to line up between server and client expectations. If the server's BattlEye flag does not match what clients are filtering for (the in-game browser can filter BattlEye-protected vs not), the server can be filtered out of the view a given player is looking at. If you are unsure, try toggling the -USEBATTLEYE flag and re-check from a client with the matching filter.
5. Master-server lag and flakiness
This one is genuinely Funcom's side and a long-running annoyance. A freshly started server does not always appear instantly - the Steam master list runs on its own update cycle and can take several minutes to catch up. Occasionally the master list is simply slow or flaky and servers that were listed yesterday wink out for a while. Before assuming you broke something, wait ten to fifteen minutes after a fresh start, and verify reachability another way (Direct Connect or Steam favorites, below). If Direct Connect works but the browser is empty, the problem is registration timing, not your configuration.
6. NAT / CGNAT
If your ISP puts you behind Carrier-Grade NAT (common on many residential and mobile connections), you do not have a real public IP to forward to, and no amount of port-forwarding on your own router will make the server reachable from the internet. Symptoms: port-forwarding looks correct, an external port test still reports the ports closed, and only LAN players can join. The fixes are limited - request a real public IP from your ISP, use a VPN/tunnel that provides one, or host on a VPS/provider that gives you a routable address. CGNAT is the quiet killer behind a lot of "I did everything and it still won't list" threads.
The Direct Connect test: prove reachability in 30 seconds
Before you change another config value, find out whether the server is actually reachable. Direct Connect bypasses the browser and the master server entirely and talks straight to the game port.
- In Conan Exiles, click Play Online, then Direct Connect.
- Enter
your.server.ip:7777(the game port, not the query port). On the same LAN, use the server's internal IP - external addresses do not loop back on the same network. - Connect.
Interpreting the result:
- Direct Connect works, browser is empty: the server and game port are fine. Your problem is registration - almost always the query port (cause 1), advertised IP (cause 2), or master-server lag (cause 5). The autologin log line is confirmed irrelevant here.
- Direct Connect fails too: the server is not reachable at all. Look at the game/raw ports (7777/7778 UDP), the public IP, and NAT/CGNAT (cause 6) before anything else.
A second confirmation path is Steam favorites: in the Steam client, open View > Game Servers > Favorites > Add a Server and enter your.server.ip:27015 (the query port this time). If the server shows up there, your query port is open and the master list is just being slow about the public browser.
Diagnostic checklist
| Step | What to confirm |
|---|---|
| 1. Both ports listening locally | On the server box, confirm the process is listening on 7777 UDP (game), 7778 UDP (raw/peer), and 27015 UDP (query). On Linux: ss -lunp | grep -E '7777|7778|27015'. On Windows: netstat -an -p UDP and look for the three ports. |
| 2. External port test | From outside your network, test that 27015 UDP and 7777 UDP are open to the internet. If an external test reports closed while local listening is fine, the block is your router/firewall - or CGNAT. |
| 3. Direct Connect test | Connect to ip:7777 via Direct Connect. Success = game path works, problem is registration. Failure = reachability problem. |
| 4. Steam favorites test | Add ip:27015 in Steam > View > Game Servers > Favorites. Listed here = query port open, browser just slow. |
| 5. Mod list parity | If modded, confirm the client mod list matches the server's exactly (same mods, same order). Mismatch hides or blocks the server. |
| 6. Build version parity | Confirm server and client are both on Enhanced (UE5) or both pre-Enhanced. Cross-build cannot see each other. |
| 7. Advertised IP / MULTIHOME | On multi-IP hosts, set -MULTIHOME=<ip> AND -MULTIHOMEHTTP=<ip>. Confirm the IP advertised is your real public address, not a LAN IP. |
| 8. Wait out the master list | Give a freshly started server 10-15 minutes before concluding it is broken. The master list updates on its own schedule. |
What to do once you find it
In practice, the resolution for self-hosters lands in one of three buckets. If Direct Connect works but the browser does not, open or forward 27015 UDP and confirm the advertised IP is correct - that fixes the large majority of cases. If Direct Connect also fails, you have a game-port or NAT problem; open 7777/7778 UDP and rule out CGNAT. If everything tests open and the server still will not list, you are most likely fighting master-server lag (wait it out, use favorites) or a MULTIHOME/IPv6 registration quirk on a multi-homed box.
Whatever you do, do not waste an evening on the "Autologin attempt failed" line. It is the most-cited and least-useful clue in this entire problem space.
How managed hosting removes this
Most of this guide exists because home and DIY hosting forces you to be your own network engineer - forwarding query ports, fighting CGNAT, guessing at the advertised IP, and waiting on a flaky master list. A managed Conan Exiles server removes those layers: the game and query ports are pre-opened on a routable public IP, registration is handled and monitored, and there is no NAT between your server and the internet. The server appears in the browser on first boot, and if the master list hiccups, Direct Connect and favorites work because the ports were never the problem to begin with. For a managed Conan Exiles Enhanced server, see Supercraft plans - from $9.99/mo, Enhanced build pre-installed, ports and registration handled.