You’ve spent months—maybe years—grinding. You’ve leveled up your Furnace, perfected your hero lineups, and dumped more time into your Alliance than you’d care to admit to your boss. But then it happens. Maybe your state turned toxic. Maybe the "King" of your server is a literal child with a massive ego and a bottomless credit card. Or perhaps your state is just... dead. Everyone stopped logging in, and you’re basically playing a single-player game in a multiplayer world. You need out. That’s where the Whiteout Survival state transfer comes in, but if you mess it up, you’re stuck in the cold for another several months.
It’s not as simple as clicking a button and teleporting. Century Games, the developers behind this icy nightmare, have baked in a ton of restrictions that can trip up even veteran players.
The Reality of Moving Your City
Most people think they can just pack up and leave whenever they feel like it. Nope. This isn't a weekend trip; it's a massive logistical headache that requires planning weeks in advance. The state transfer event only happens during specific windows, usually tied to the age of your server and its current power balance. If you miss that window, you’re stuck under the rule of whatever tyrant currently sits on the Sunfire Castle.
Think about it this way. The game wants to keep states balanced. They don't want 50 whales (high-spending players) all jumping into a young state and completely obliterating the competition. That would kill the game's economy. So, they implement a "Transfer Group" system. You can only move within a specific set of states that are roughly the same age and power level as your own. If you’re in State 200, don't expect to jump to State 800. It's just not happening.
Getting Your Hands on Transfer Passes
Here is the part that hurts: the cost. Moving isn’t free. You need Transfer Passes, and the more power you have, the more passes you need. It’s a literal tax on your success.
You get these passes primarily through the Alliance Shop. They cost a whopping 200,000 Alliance Coins each. If you haven't been donating to your Alliance Tech every single day, you’re going to be short. Some players end up having to buy packs with real money just to get enough passes to leave a toxic environment. It's basically paying for your freedom.
The scaling is brutal. A low-power player might only need one or two passes. A top-tier whale? You could be looking at 15, 20, or even 30+ passes. If you're a heavy hitter, you need to start hoarding those coins the moment you even think about leaving. Honestly, if you aren't checking the Alliance Shop daily, you're already behind.
Why the Ordinary Player Struggles with Transfer
You have to meet a checklist that feels longer than a grocery list for a family of ten. First off, your Furnace has to be at least Level 20. If you’re below that, you’re basically a nomad with no rights—you can’t transfer. You also cannot be in an Alliance. This sounds easy, but it means leaving your friends behind before you even know for sure if your transfer will be accepted. It’s a leap of faith.
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Then there’s the issue of the "Leading State" vs. "Ordinary State" status.
States have caps. A state can only accept a certain number of players during a transfer event. If you’re trying to move to a popular, active state, those slots fill up in seconds. I’m not exaggerating. People set alarms. They hover over their phones like they’re trying to buy Taylor Swift tickets. If you’re a millisecond late, the state is "Full," and you’re left standing in the snow.
The Power Cap Trap
This is the big one. Every state has a power cap set by the President (the winner of the Sunfire Castle). If your power is higher than the cap, you can’t transfer there unless the President personally invites you. This creates a weird political mini-game where you have to message the leaders of the state you want to join, beg for an invite, and prove you aren't a "state killer."
A "state killer" is someone who joins, starts drama, burns cities, and then leaves. Nobody wants that. If you have a reputation for being a loose cannon, word spreads. The high-level community in Whiteout Survival is surprisingly small. People talk on Discord. If you’re a jerk in State 305, don't be surprised if the leaders in State 310 already know your name and have blacklisted you.
How to Prepare for the Big Move
You need to strip down. No, not like that. I mean your power.
Because the number of passes you need—and your eligibility for certain states—is based on your power ranking, many players use a tactic called "burning troops." They’ll send their troops to die against a high-level target or a facility just to lower their power temporarily. It sounds insane to kill off your own army, but it can save you hundreds of dollars in Transfer Passes. Just make sure your infirmaries are full or your troops are actually gone, not just wounded.
- Step 1: Leave your alliance. You can't even see the transfer menu properly if you're still signed up with your old crew.
- Step 2: Empty your resource warehouse. You can only carry a certain amount of Meat, Wood, Coal, and Iron with you. Anything over the protected limit is lost to the void. Use it on research or give it to a friend who is staying behind. Don't let it go to waste.
- Step 3: Collect all your mail. Seriously. Unclaimed rewards can sometimes glitch the system.
- Step 4: Check the "Transfer Group." Ensure your target state is actually in your group. You can find this in the event tab when State Transfer is live.
The President's Role
The President of the target state is the gatekeeper. They have the power to "Invite" players who exceed the power cap. If you are a massive whale, you are a valuable asset. You're a nuclear deterrent for their state. But you're also a threat. A President has to balance bringing in enough muscle to win the next State of Power (SvS) event without bringing in someone who will try to overthrow them.
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If you're looking to move to a top-tier state, you need a "resume." I've seen players send screenshots of their hero gear, their troop counts, and even their kill points (KP) to prospective Alliances. It’s like a job interview but with more polar bears.
Common Mistakes That Will Ruin Your Transfer
The biggest mistake is the "Marching" error. If you have a single troop out gathering 1 unit of meat, or if you have a scout looking at a neighbor, the transfer will fail. Your city must be completely idle.
Another one? The "Sunfire" lockout. You cannot transfer if your current state is in the middle of a Sunfire Castle battle or if the target state is in a battle. The entire state must be in a "Peace" phase. This creates a very narrow window of time between the end of the battle and the end of the transfer event.
Also, watch your "Special Invite" status. If a state invites you, that invitation is usually only valid for a specific period. If you dawdle, someone else might take your slot. Remember, even if you have an invite, the state still has an overall cap on how many "Out-of-State" players it can take. It’s first-come, first-served, even for the elite.
The "Dead State" Problem
Sometimes, a state is so dead that the developers merge it. A merge is different from a Whiteout Survival state transfer. In a merge, the game chooses where you go. In a transfer, you choose. If you wait for a merge, you might end up in a state that's even worse than the one you're in now. Taking control of your destiny via transfer is almost always the better play, even if it costs you those hard-earned Alliance Coins.
Navigating the Politics of a New State
Once you land, the work isn't over. You are a "refugee" in the eyes of the locals.
Even if you’re powerful, you’re an outsider. The best way to integrate is to join a mid-to-high level Alliance immediately. Don’t start your own Alliance right away—that’s seen as an act of aggression or a sign that you’re trying to split the state’s power.
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Listen to the state Discord. Every active state has one. If you aren't in the Discord, you don't know the "NAP" (No Attack Policy) rules. Some states have a NAP5, meaning the top 5 alliances can't hit each other. Others have a NAP10 or even a "State NAP" where nobody hits anyone unless it's a specific event. If you break these rules because you "didn't know," you’ll be burned out of the state before your teleport cooldown is even up.
Is It Worth It?
Honestly, yes. If you’re in a dying state where you can't complete events or grow, you're just wasting time. The game is designed around cooperation. You need active Rally Leads for Polar Terror. You need a full Alliance for the Bear Hunt. You need a coordinated team for SvS.
The cost of Transfer Passes is high, but the cost of staying in a dead state is higher—you'll eventually just quit the game entirely.
Actionable Next Steps for Success
If you're thinking about a move, don't wait for the event to start. Start now.
First, stop spending your Alliance Coins. Do not buy speedups. Do not buy hero shards. Every single coin needs to go toward Transfer Passes in the Alliance Shop. If your current Alliance doesn't have them in stock, ask an officer to add them. If they won't, find an Alliance that will.
Second, scout your target. Create a "farm" account (a second, low-level account) in the state you're interested in. Spend a few days reading their World Chat. Is it toxic? Is it silent? Do they speak your language? Is the President a tyrant? This reconnaissance is the only way to ensure you aren't jumping from the frying pan into the freezer.
Third, reach out to the leadership. Message the R4s or R5s of the top Alliances in your target state. Tell them your power level, your activity level, and why you want to move. A little politeness goes a long way. They might even save a transfer slot for you or lower the power cap so you can get in without a special invite.
Finally, audit your resources. If you have 500 million meat sitting in your bags, you're fine. But if it's "unboxed" and sitting in your city, start using it. You cannot take excess loose resources with you. Burn them on tech or troop training before the transfer window opens. You’ve worked too hard for those resources to just let them vanish because of a technicality.
The move is risky, expensive, and stressful. But standing in a vibrant, active state as the sun rises over a newly captured Sunfire Castle? That makes the whole headache worth it. Stick to the plan, watch the timers, and get out while you still can.