Tool
See your Valheim world as it actually is
Other map tools predict a world from its seed. This one reads the world you already have — every dungeon, boss altar, trader camp and building, plotted at the coordinates stored in your own save folder. No upload, no account, no guesswork.
Where to find it: %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local on
Windows, ~/.config/unity3d/IronGate/Valheim/worlds_local on Linux and Steam Deck.
On a rented server, download the world folder from your host's file manager.
Layers
How it reads your world
A Valheim 1.0 world is a folder. Inside it are a small metadata file holding your seed, an
index listing the terrain chunks, and one .chunk file per region the game has
generated. Each chunk is a compressed stream of object records: what it is, and where it
stands, in world metres.
Drop the folder on the page and a background worker reads the metadata for your world name and seed, then walks every chunk record by record. The results are plotted on a canvas that pans and zooms like any map. Nothing leaves your machine — the whole pipeline runs in the tab you are looking at.
What turns up on the map
- DungeonsForest crypts, sunken crypts, caves, fuling camps, dvergr towns, Mörkhalla, the Meadows and Deep North villages.
- Boss altarsThe summoning sites for each boss, labelled by the boss they belong to.
- TradersHaldor, Hildir and the Bog Witch, with the camps they live in.
- Your buildsEvery structure piece you have placed, which is often the most surprising layer — you can see how far your settlements have spread.
- Portals and the world spawnWhere you have strung your network, and where you started.
- Terrain detailTrees, rocks and pickables, which trace out the forests without needing a biome renderer.
What it will not do, and why
It cannot show a world nobody has loaded. Valheim generates terrain around players, so unvisited regions are not in the save at all. The shape of your map is the shape of your group's exploration, and the empty space is genuinely empty — not a rendering bug.
It cannot paint biome colours. A save records objects, not the biome map, so this draws what is there rather than what the terrain looks like. Biome bands are a property of generation, which is a different problem — our map guide covers how they are laid out.
It does not recover every object. Between 91% and 99% of the objects a chunk declares are read, depending on the chunk. The rest use record shapes this reader does not decode yet. Those are skipped, never guessed, so the trade is a possibly missing pin rather than a wrong coordinate.
It needs the folder, not just the seed. That is the cost of accuracy. If you only want your seed, the extractor on the home page reads that from a single file in one step.
Your save stays on your machine
The files are read with the browser's file API and parsed locally. There is no upload, no server-side copy and no retention. If you would rather not test that claim, disconnect from the network and try it — the map still renders.
Seed viewer questions
What is the difference between this and a seed generator?
A seed generator predicts a world from its seed. This reads the world you already have. That matters because predictions only hold for a world created on the same generation version — Valheim 1.0 reshuffled locations in older worlds, so a predicted map can put the trader in the wrong place. Reading the save is exact for every world, old or new, because it reports what is actually there.
Where do I find my world folder?
On Windows it is %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local, on Linux and Steam Deck it is ~/.config/unity3d/IronGate/Valheim/worlds_local. Since Valheim 1.0 each world is its own folder in there. On a rented server, download the folder using your host's file manager or SFTP. Drop the whole folder on the page rather than picking files out of it.
Is my save uploaded anywhere?
No. The file is read in your browser by a background worker — there is no upload step and no server that receives it. You can confirm this by running the page with your internet connection off; parsing still works. Working on a copy rather than your live save is a good habit with any tool, this one included.
Why does it not show my whole world?
Because a save only contains what the game has generated, and Valheim only generates terrain near players. Regions nobody has visited are simply not in the file — they appear as empty space. Your explored area is therefore the shape of the map, and it grows as your group plays. This is also why the tool cannot show a world nobody has loaded.
What does the coverage percentage mean?
It compares the number of objects recovered against the number the files declare, and it is usually between 91% and 99%. The remainder are records using shapes this reader does not decode yet. They are skipped rather than guessed at, so a missing pin is possible but a wrong coordinate is not. Improving that number is an ongoing job.
Does it work with worlds created before Valheim 1.0?
Yes, and those are often the worlds worth loading. A pre-1.0 world that has been opened and saved in 1.0 has been converted to the folder format, so it reads the same way. Worlds still in the old two-file layout need to be loaded once in 1.0 first. Either way the coordinates come from the world itself, not from a prediction.