Live service status
Is the city up?
Real-time health for the public Roleplay Project services. Every card on this page comes from an actual probe. If we cannot measure something, it says so.
Every row below is a live probe result from /api/public/services. Anything we do not actively probe is listed separately as Unknown rather than assumed healthy.
Last checked
waiting
no response yet
Services probed
0
with a real health check
Responding
0/0
answered the last check
Worst latency
no timing
no timing available
Platform uptime 90d
no data
awaiting snapshots
The city right now
source: /api/public/server-statusGame server
unknown
reported by the bridge
Players in city
unknown
no reading
Queue
unknown
no reading
Slots
unknown
no reading
Live city metrics
source: /api/public/statsCharacters
unavailable
Active in 24h
unavailable
Accounts
unavailable
Vehicles
unavailable
Properties
unavailable
Businesses
unavailable
Factions
unavailable
Jobs completed
unavailable
Taxi rides
unavailable
Criminal records
unavailable
Bank balance
unavailable
Wagered
unavailable
Counts are read straight from the public stats feed and refresh about once a minute. They describe the whole database since launch, not the players online right now.
Probed services
source: /api/public/servicesChecking
Waiting for the first probe response
Checking
Waiting for the first probe response
Checking
Waiting for the first probe response
Checking
Waiting for the first probe response
Response time, most recent check
Waiting for the first probe response.
Not probed
no health check wired upUCP
ucp.roleplayproject.net
No health probe for this front end. The UCP API it talks to is probed above.
Bug portal
bugs.roleplayproject.net
No health probe for this service.
Platform uptime, last 90 days
source: /api/public/uptime?days=90Loading uptime history.
Degradation timeline
derived from /api/public/uptime?days=90Loading uptime history.
These entries are calculated from the hourly uptime series, newest first. A window is any unbroken run of hours measured below 99%. They are not a hand written incident log, so they carry no cause, no owner and no resolution note. Hours with no snapshot end a window rather than extending it.
Recorded events
26 May 2026, 14:00 to 17:00 BST
Planned downtime, RAGEMP to FiveM migration
The game server and the internal status bridge were taken offline while the stack was moved to FiveM / CitizenFX on port 30120. Probe targets were re-pointed at FXServer, and both rows returned to green afterwards. Roughly three hours, resolved. Read the retrospective.
This is the only hand written entry we keep. Everything else on this page is measured, not narrated.
How this page works
What we probe
The backend opens a real connection to each monitored service and records whether it answered and how long it took. Those results are what you see in the probed services list, unedited.
What we do not probe
Some surfaces have no health check wired up yet. They sit in the Not probed list as Unknown. We would rather admit a blind spot than show a green tick we have not earned.
About the uptime figure
Uptime is stored as one aggregate hourly series for the whole platform, so it is shown once rather than pretending to be per service. Hours with no snapshot are drawn as no data.
The little charts
The sparkline on each service row is latency your own browser recorded while this tab has been open, one point every 30 seconds. Close the tab and it is gone. We do not keep a per service latency history to draw from.
Something broken that is not on this page?
Gameplay bugs, UCP errors and forum issues rarely show up as a failed probe. If the board is green and you are still stuck, file it on the bug portal or ping staff in Discord.