Full agent
–Ticks per second50 ms per tick, 20 TPS
- Sessions and the address each player joined on
- Vault money supply (sources and sinks with EssentialsX)
- TPS, MSPT and the plugin behind each spike
- Tebex sales matched to playtime
- Votifier votes from each server list
Runs on Paper, Purpur or Folia, plus Velocity
Full agent
–Ticks per second33 ms per tick, 30 TPS
- Retention for every week of new players
- TPS and the plugin behind each spike
- The address or campaign each player joined through
- Uptime and restarts, with Discord alerts
- Store purchases matched to playtime
Runs on Hytale dedicated server with the Java plugin API
Counter-Strike 2Full agent
–Server frame time15.6 ms per frame at 64 tick
- Minutes played per map
- Frame time against the 64-tick budget
- Player ping
- VIP subscriptions and renewals
- Round winners and team equipment value
Runs on CounterStrikeSharp on Metamod:Source 2.0
FiveMFull agent
–Server thread timeHitch warning above 50 ms
- Queue length (deep mode) and who gives up
- Server-thread time and hitch warnings
- Jobs on duty, cash and bank supply
- Priority queue and vehicle sales via Tebex
- Whitelist applications to first session
Runs on FXServer with Qbox, QBCore or ESX
Full agent
–Server frame ratePlayers feel it below 30 fps
- Players through the wipe, and group sizes
- Server FPS and entity growth since the wipe
- Queue wait and how many give up
- Wipe-day kit and VIP sales
- Joins by hour of day through the wipe
Runs on Carbon or Oxide (uMod)
Full agent
–Server thread timeHitch warning above 50 ms
- Queue length (deep mode) and who gives up
- Lawmen and every job online by hour
- Server-thread time and hitch warnings
- Cash and gold supply
- Store sales
Runs on RedM (Cfx) with VORP or RSG
Full agent
–Server frame time15 ms per frame at 66 tick
- Frame time, and lag spikes named by addon hook
- DarkRP money supply, sinks and sources
- Jobs picked by hour
- VIP and perk sales via Tebex
- New and returning players
Runs on SRCDS with DarkRP, TTT or Sandbox
Full agent · sidecar
–Server frame rateAlert below 20 fps
- Server FPS and frame time from the REST API
- Players, playtime and guilds
- Bases against server FPS (game-data API)
- Players online through the week
- Supporter purchases
Runs on Palworld dedicated server; a local Linux sidecar reads the official REST API
Minecraft BedrockFull agent
–Ticks per second50 ms per tick, 20 TPS
- Players and playtime by platform: console, mobile, PC
- After-school and weekend peaks
- TPS and every lag spike
- Store sales by item
- Retention for every week of new players
Runs on Endstone 0.11 on Bedrock Dedicated Server, or Geyser on Java networks
ARK: SAlog-based · beta
–Players onlineRead from the server log (beta)
- Players and sessions, map by map
- Tames and tamed creatures killed
- Survivor deaths and PvP kills
- Structures destroyed and tribe joins
Runs on Linux x64 sidecar reading the game log. No basic mode: ASA has no public query.
RobloxBeta
–Server heartbeat16.7 ms per frame at 60 Hz
- Concurrent players across every running server
- Robux from game passes and developer products
- Heartbeat time per server
- Retention for every week of new players
- Alerts and reports in Discord
Runs on A ModuleScript in your experience, sending out with HttpService
Full agent
–Server frame ratePlayers feel it below 20 fps
- Players through each blood-moon horde night
- Server FPS against zombies and entities
- Retention for every week of new players
- Store sales via Tebex
- Deaths by cause and game day
Runs on 7DTD dedicated server with a server-side C# mod (Harmony)
Full agent
–Server frame ratePlayers feel it below 30 fps
- Sessions and retention
- Frame time, with each spike split by engine phase
- Uptime and restarts
- Kit and VIP sales via Tebex
- New and returning players
Runs on Unturned dedicated server with OpenMod or RocketMod
Full agent · sidecar
–Admin logServer FPS needs the optional mod
- Sessions and retention
- Causes of death
- PvP kills with weapon and distance
- Base building
- Uptime and restarts
Runs on DayZ dedicated server; a local Linux sidecar reads the admin log (optional server mod available)
Full agent · sidecar
–Server frame ratePlayers feel it below 30 fps
- Days survived and causes of death
- Frame time while players are on
- Retention of new survivors
- Safehouses and factions
- Supporter sales
Runs on PZ dedicated server with a Lua server mod and a local Linux sidecar
Full agent · sidecar
–Server frame time15.2 ms per frame at 66 tick
- Minutes played per map in the rotation
- Class picks and round results
- Frame time against the 66-tick budget
- VIP and cosmetic sales via Tebex
- New and returning players
Runs on SRCDS with SourceMod, plus a local Linux sidecar
Full agent
–Sim speed1.0 means 60 updates a second
- Sim speed, with each drop split by phase
- Total PCU and PCU per player
- Grid counts over time
- Sessions and retention
- Store sales via Tebex
Runs on Space Engineers dedicated server with a Torch plugin
Basic mode today
–Basic modePlayers, map, version, uptime
- Players online and max slots
- Map and version
- Uptime and response time
Runs on Basic mode today; the server mod is waiting for its Workshop release
Full agent · sidecar
–Server tick20 ms per tick, 50 Hz
- Seeding: how fast the server fills
- Layers that keep or empty the server
- Round results and tickets by layer
- Players online through the week
- Server tick against the 50 Hz budget
Runs on Squad dedicated server; a local Linux sidecar reads SquadGame.log (no RCON)
Full agent
–Server frame ratePlayers feel it below 30 fps
- Sessions and who plays together
- Bosses beaten
- Server FPS as the world grows
- Players online through the week
- Supporter sales
Runs on Valheim dedicated server with a BepInEx mod (crossplay works)
V RisingFull agent
–Server tick33 ms per tick, 30 TPS
- Players and retention
- Clans, and castles lost to raids
- Server tick against the ServerFps setting
- Uptime and restarts
- Supporter sales
Runs on V Rising dedicated server with a BepInEx mod (EAC off)
Full agent · sidecar
–Server tick33 ms per tick, 30 TPS
- Players online over time
- Server tick as the factory grows
- Milestones and tiers
- Peak hours
- Uptime and restarts
Runs on Satisfactory dedicated server; a local Linux sidecar reads its HTTPS API
Full agent · sidecar
–Players onlineFrom TShock's REST API
- Sessions and retention
- Blood moons and invasions
- Uptime and restarts
- Moderation through TShock
- Optional TShock plugin: update time and boss activity
Runs on TShock on a Terraria dedicated server; a local Linux sidecar reads its REST API
ModdedFull agent
–Ticks per second50 ms per tick, 20 TPS
- Tick time per mod, not just per plugin
- Loaded chunks per dimension and per mod
- Playtime by dimension, advancements by mod
- Retention for every week of new players
- Store sales matched to playtime
Runs on Fabric or NeoForge on Minecraft 26.2 and 1.21.1, Fabric or Forge on 1.20.1, as a server-side mod
Coming soon
–Coming soonNo supported integration yet
- Planned: species balance and growth stages
- Planned: nesting and new players who stay
- Planned: server FPS against the dino count
Runs on Coming soon. Evrima has an authenticated RCON protocol, but ServerStats has not validated its responses or shipped an integration.
Read-only sidecar
–Read-only sidecarPlayers, species, server FPS
- Players online and max slots
- Server FPS and frame time
- Online species and player sessions
Runs on Basic query or a local read-only sidecar using the Alderon Server API
Full agent · sidecar
–Server tick50 ms per tick, 20 TPS
- Clans and purge nights
- Players through the week
- Server tick against building count
- Supporter sales
- Retention for every week of new players
Runs on Conan Exiles dedicated server on Linux or Wine; a local sidecar reads its log and a copy of the world database
Full agent · sidecar
–Server logsKills, logins and chat counts
- PvP kills by weapon and distance
- Logins and who comes back
- Admin command counts
- Chat counts by channel
- Uptime and restarts
Runs on SCUM dedicated server on Linux or Wine; a local sidecar reads its own logs (no RCON)
RAGE:MPBasic mode · agent beta
–Basic modePlayers and map
- Players online and max slots
- Map
- Uptime
Runs on Basic mode (public server list), plus an agent beta (package and sidecar)
Basic mode · agent beta
–Basic modePlayers, map, version, uptime
- Players online and max slots
- Map and version
- Uptime and response time
Runs on Basic mode (SA-MP query), plus an agent beta (filterscript and sidecar)
Full agent · sidecar
–Server frame time33.3 ms per frame at 30 tick (the default)
- Campaign completion and where teams wipe
- Versus and co-op minutes
- Frame time against the tick budget
- Regulars and new players
- Supporter sales
Runs on SRCDS with SourceMod, plus a local Linux sidecar
Full agent · sidecar
–Server frame time15.2 ms per frame at 66 tick
- Minutes played per map in the rotation
- Frame time against the 66-tick budget
- Player ping
- VIP sales
- New and returning players
Runs on SRCDS with SourceMod, plus a local Linux sidecar
Vintage StoryFull agent
–Server tick33 ms per tick, 30 TPS
- Deaths by cause and temporal storms
- Server tick as the world grows
- Sessions for your settlement
- Retention for every week of new players
- Supporter sales
Runs on Vintage Story dedicated server with a C# server mod
Assetto CorsaBasic mode today
–Basic modeDrivers, track, version, uptime
- Drivers online and slots
- Track and version
- Uptime and response time
Runs on Basic mode today (acServer HTTP info); a full agent is coming soon
Basic mode · agent beta
–Basic modePlayers, map, version, status
- Players online and max slots
- Map and version
- Response time and online status
Runs on Basic mode (information packet), plus an agent beta (plugin and sidecar)
Readings from our demo servers, sample data. Sidecar agents run on Linux x64 today; the Windows build is coming soon.