If you searched "palworld server clustering" after installing the 1.0 update and found nothing in your server settings — you're not missing it. Clustering did not ship in Palworld 1.0, despite being the most talked-about server feature in the run-up to release.
What clustering is supposed to be
Clustering links multiple dedicated servers into one connected world, the way ARK: Survival Evolved clusters work: separate maps or shards run as separate server processes, and players (sometimes with their characters and creatures) move between them. For Palworld, the community expectation was that large groups could split across linked servers instead of squeezing 32 players into a single world — with the new 1.0 region making a natural second shard.
What's actually in 1.0
The 1.0 server binary contains cluster-related configuration fields — names like ClusterNode and ClusterGroupIndex have been spotted in the server files. But:
- The official server documentation doesn't mention clustering.
PalWorldSettings.iniexposes no supported clustering options.- The 1.0 patch notes don't list it.
In other words: the plumbing has visibly started, but there is no supported way to turn it on. Anything claiming to enable clustering today is either misreading those fields or hacking at unsupported config — not something to run a real community on.
What to do while you wait
If your community is bigger than one world can hold, your realistic options today:
Run parallel servers. Two or three separate worlds with shared Discord, shared rules, and different flavors (a PvE build world, a PvP world with 1.0's official PvP mode, a hardcore world). No character transfer, but communities have run this way in ARK and Rust for years.
Use the full 32 slots. Palworld's per-server cap is 32 players, and a well-resourced server handles it — see how much RAM you actually need. Some hosts charge per slot, which makes full-cap servers expensive; every Connect Hosting plan includes all 32 slots, so plan choice is about world size, not seat count.
Keep worlds healthy for the long run. Without clustering, your one world carries everything — which makes managing the memory leak and keeping daily restarts scheduled more important, not less.
When clustering ships
Pocketpair has a track record of landing big server features after the headline release (crossplay worked the same way — it arrived as an update, then got refined). When clustering gets a supported configuration path, we'll update this post and roll support out to our Palworld servers.
Until then: one world, 32 friends, kept fast. That's the game today.

