Site Status
Live health of the platform, plus every incident and maintenance window we have published.
All systems operational
Nothing is currently reported as broken.
Nothing resolved in the last week
Live checks
Measured automatically from the site's own systems and refreshed about once a minute. These are not hand-written — they are what the site says about itself.
Share of tracked game servers being scanned as often as our scan policy asks. Every server has its own interval — from a minute for a busy one to a day for an address that has been dark for weeks.
How far past due the typical waiting server is, measured against its own scan interval. 100% means a whole extra interval has passed.
Servers still shown as online that have missed several of their own scans in a row, so their player count can no longer be trusted.
How far behind the newest analytics snapshot is. The charts on this page are drawn from it.
Scheduled jobs whose most recent run failed.
Distinct new faults recorded in the last hour.
Scan policy
How often we ask each kind of game server for its status. Every server gets its own interval from these values, which is what the checks above are measured against. A server nobody has asked yet has no interval — it is asked as soon as we can, and one answer settles which of these it belongs to.
Live servers
Claimed servers
The fastest lane
Servers we cannot reach
Applied to every interval
Scan tiers
Servers are queued in tiers by how often their policy asks for them. This is the stalest server in each tier, against the cadence that tier runs at.
- Tier 0
- Tier 1
- Tier 2
- Tier 3
- Tier 4
- Tier 5
- Tier 6
- Tier 7
Query reach
How much of what we track has ever replied to us. A discovered address is listed before it has answered anything, so a large never-answered share is normal — it is also what the slowest scan tiers are mostly made of.
Scanner coverage over time
How many game servers our scanners reached inside each trailing window. Gaps are missing data, not zero coverage.