Death in Palworld 1.0: What You Drop, and the Six Settings That Change It

A pillar of light marking a death location in Palworld.

 

    Palworld's default death penalty is harsher than most players realise on their first wipe. You do not just drop your inventory — you drop your held items and your Party Pals on the spot. A pillar of light marks the location, everything is retrievable, and none of it is permanent. But the default is the strictest of four options, and on a server it is one line in the config.

 

What Happens When You Die

 

Card explaining the Palworld death sequence: drop items and Party Pals, light pillar, retrieve after respawn.

 

    The sequence is fixed:

 

  1. You drop your held items and your Party Pals where you died.
  2. You respawn at your last respawn point.
  3. A pillar of light appears at the death location, visible from a distance.
  4. You return and retrieve everything — and you can access the drop from above, which matters more than it sounds.

 

    That last point is the one worth remembering. Deaths in Palworld happen disproportionately in places you cannot easily walk back to: off a cliff, in a dungeon, in the middle of a hostile camp, in water. Being able to collect your drop from above means a flying mount converts most "unrecoverable" deaths into a thirty-second detour. Keep one saddled.

 

The Four Death Penalty Levels

 

    The DeathPenalty setting takes four values, and they form a clean ladder:

 

ValueWhat you drop
NoneNothing
ItemAll items except equipment
ItemAndEquipmentAll items, equipment included
AllAll items and all Pals on your team

 

    All is the default, which is why the in-game tips text describes losing your Party Pals as the normal outcome. The three steps below it each remove one category of pain:

 

  • ItemAndEquipment is the setting most groups actually want. You still lose everything you were carrying, so death still costs something real, but your team survives the fall. It removes the worst failure mode in the game — dying somewhere you genuinely cannot return to and losing a bred, condensed Pal with it.
  • Item keeps your armour and weapons on your body. Death becomes an inconvenience: you lose ore, food and ammo, but you respawn combat-capable rather than naked. Good for a group that explores aggressively.
  • None removes the penalty entirely. Appropriate for a building-focused or casual server, and the right call if your group's play sessions are short enough that a corpse run eats the evening.

 

The Settings Around It

 

Card listing the Palworld death-related server settings: DeathPenalty, bPalLost, BlockRespawnTime, bHardcore.

 

    DeathPenalty is not the only lever. Five more settings shape what dying costs:

 

SettingEffect
bPalLostPermanently lose Pals on death
BlockRespawnTimeCooldown in seconds before you can respawn
RespawnPenaltyDurationThresholdSurvival time (seconds) below which a subsequent death applies a longer cooldown
RespawnPenaltyTimeScaleThe multiplier that longer cooldown uses
bHardcoreYou cannot respawn at all

 

    bPalLost is the one to read carefully. DeathPenalty=All makes you drop your Pals — they are lying on the ground and you can go get them. bPalLost makes the loss permanent. These are different settings and they stack; a server running both has no recovery path for a Pal lost in a bad death. Do not enable bPalLost on a group server without telling everyone first.

 

    The respawn penalty pair is a subtler tool. RespawnPenaltyDurationThreshold sets a survival-time floor: if you die again before surviving that long, the next respawn cooldown is multiplied by RespawnPenaltyTimeScale. That specifically punishes the death spiral — running back into the same fight that just killed you — without punishing the first death at all. It is the most surgical difficulty knob in this group.

 

    bHardcore removes respawning entirely, with bCharacterRecreateInHardcore deciding whether a dead player may recreate their character or is simply done. That pair is for a server that has agreed to it in advance and nothing else.

 

Choosing a Configuration

 

Card recommending Palworld death penalty configurations for casual, standard and hardcore groups.

 

    Three sensible presets:

 

  • Relaxed group. DeathPenalty=None, bPalLost=False, default respawn timing. Nobody loses an evening to a corpse run.
  • Standard group. DeathPenalty=ItemAndEquipment, bPalLost=False, and a modest BlockRespawnTime. Death costs your inventory and some time; it never costs a Pal you spent hours breeding.
  • Punishing group. DeathPenalty=All, RespawnPenaltyDurationThreshold and RespawnPenaltyTimeScale set to bite on repeat deaths. Leave bPalLost off unless the whole group has explicitly agreed — permanent Pal loss is the one penalty players tend not to forgive.

 

    One PvP-specific setting sits alongside these: bAdditionalDropItemWhenPlayerKillingInPvPMode, with AdditionalDropItemWhenPlayerKillingInPvPMode naming the item ID and AdditionalDropItemNumWhenPlayerKillingInPvPMode its quantity. Together they make a PvP kill drop a specific bounty item on top of the normal death drop.

 

Running your own Palworld 1.0 server

 

    Every setting above lives in the server config, which means the group decides how much dying costs rather than accepting the default. A gamever Palworld server puts the whole config in a panel, with full crossplay, automatic updates and one-click backups.

 

Conclusion

 

    Dying in Palworld makes you drop your held items and your Party Pals, marks the spot with a pillar of light, and lets you retrieve everything — including from above, which is why a saddled flying mount is the real answer to a bad death. The default DeathPenalty is All, the strictest of four values that run None, Item (everything but equipment), ItemAndEquipment, and All (items plus team Pals). ItemAndEquipment is the setting most groups actually want, because it keeps death expensive without ever costing a bred Pal. Around it sit bPalLost, which makes Pal loss permanent rather than recoverable and stacks with All; BlockRespawnTime for a flat respawn cooldown; the RespawnPenaltyDurationThreshold and RespawnPenaltyTimeScale pair, which punishes repeat deaths specifically; and bHardcore with bCharacterRecreateInHardcore for servers that have agreed to no respawns at all.

 

    Want to set the rules instead of living with them? Rent a Palworld server at gamever.io — instant setup, one-click backups and updates, full crossplay and 24/7 uptime. Start with a free trial and use promo code WELCOME.

Survive the lab together. Your own Abiotic Factor server. Free with code WELCOME
Create serverStart hosting your server now
Knowledge Base