Do players come back for horde night?
Players online through every blood moon, and how many new survivors return the next week.
The server-side mod reads server FPS and the time in each frame phase, zombie and entity counts, sessions and playtime, deaths by cause, the game day and horde nights. Players don't download anything.
See who comes back for each blood moon, when zombie and entity counts start costing server FPS, and what your store actually earns.
Free for one server. No card needed.
What the demo dashboard answers for this game.
Players online through every blood moon, and how many new survivors return the next week.
Server FPS against zombie and entity counts, with each spike split by game phase.
Players online through the week, so horde nights and restarts land at the right time.
Deaths by cause and by game day, so you can tune difficulty.
Tebex revenue by package, matched to playtime.
Uptime, restarts and an alert in Discord when it goes down.
A server-side mod for V3.2 (ModAPI and Harmony). Players install nothing and EasyAntiCheat can stay on.
No install yet? Basic mode reads A2S on 26901 (game port + 1), falling back to 26900. Check any 7 Days to Die server with the free server status checker.
Plugin-specific payment and gamemode integrations for 7 Days to Die are planned. The general dashboard and payments log work today.
The 7 Days to Die dedicated server caps itself at 20 frames a second once the world has loaded, so every frame has 50 ms. Server FPS at 20.0 means every frame fits; below 20 the frames are running over.
ServerStats measures the work inside each frame and leaves out the wait, so you can see how close you are to the edge. On an idle test server the work was under a millisecond; with 130 zombies spawned it was 13 to 17 ms. Blood moons are where that number climbs.
A slow frame is split into the phase that took the time: the world tick (entities, AI, block physics, chunks), the world save, or the game's main update, which is also where every mod's handlers run. Unity keeps no per-mod timings, so a mod is named by the phase, not by name.
Works with
# Copy the zip's Mods folder into the server folder and start once, then: serverstats claim SS-XXXX-XXXX-XXXX # or set <ClaimCode> in <UserDataFolder>/ServerStats/ServerStats.xml # (Linux: ~/.local/share/7DaysToDie/ServerStats/) and restart
20. The dedicated server targets 20 frames a second, so 20.0 means it's keeping up. ServerStats also shows how much of each 50 ms frame is used, so you can see trouble coming before FPS drops.
No. ServerStats is a server-side mod, so clients join as normal and EasyAntiCheat can stay on.
Every blood moon is recorded automatically with its kills and deaths, so you can compare one horde night with the next and see who shows up for them.
ServerStats names the phase that took the time, not the mod: the game keeps no per-mod timings. A spike in the main update with your mods' handlers in it points to a mod; a world-tick spike points to zombies, AI or block physics.
7 Days to Die V3.2, the current stable release. A build for another major version stays off and says so in the log.
Yes. Console and crossplay players are identified by their EOS id, Steam players by SteamID64, and players are counted by platform.
Free covers one server with 24 hours of history, forever, with no card. Operator is $9.99 a month for 10 servers and 90 days of history, which you need for week-on-week trends and D7 or D30 retention. Yearly billing gives two months free.
One ServerStats account covers every game you run.