Why does the server stutter?
Server FPS and frame time, with an alert below 20 fps, next to the player count.
A small ServerStats sidecar on the same machine reads Palworld's official REST API on 127.0.0.1 (server FPS, frame time, players and uptime; guilds and bases with the game-data API on) and sends it out. Keep the REST port firewalled.
See server FPS and frame time, who plays and which guilds keep your server alive, and when bases start slowing everything down.
Free for one server. No card needed.
What the demo dashboard answers for this game.
Server FPS and frame time, with an alert below 20 fps, next to the player count.
Regulars by playtime, plus active guilds and guild sizes with the game-data API on.
Base camps over time against server FPS.
Players online through the day and week, so you restart when nobody's on.
New players and how many come back.
Store purchases matched to players' Steam IDs, when you connect Tebex, PayNow or CraftingStore (Operator).
A Linux sidecar on the same machine reads Palworld's official REST API on 127.0.0.1 and only connects out.
No install yet? Basic mode reads A2S on the query port (27015 by default, set with -queryport). The count it reports can lag behind. Check any Palworld server with the Palworld server status checker.
Plugin-specific payment and gamemode integrations for Palworld are planned. The general dashboard and payments log work today.
Palworld's dedicated server reports its own server FPS and frame time through the official REST API. When FPS falls, pals stop working smoothly, fights stutter and players rubber-band.
ServerStats reads it every 10 seconds and records an FPS drop when it stays under 20 for three polls. It puts FPS next to the player count, base camps and, with the game-data API on, the characters loaded, so you can see which one it follows. Set a threshold alert to be pinged in Discord.
The REST API listens on every interface by default and uses plain HTTP with Basic auth, so keep port 8212 firewalled. The sidecar reads it on 127.0.0.1.
Works with
# Linux x64 sidecar (Windows build coming soon) # 1. serverstats-sidecar init palworld > serverstats-sidecar.yml # 2. In serverstats-sidecar.yml set: claim: "SS-XXXX-XXXX-XXXX" palworld: admin_password_file: /etc/serverstats/palworld-admin-password # PalWorldSettings.ini: RESTAPIEnabled=True and an AdminPassword. # Keep port 8212 firewalled; the sidecar reads it on 127.0.0.1. # 3. serverstats-sidecar run
Turn on the REST API (RESTAPIEnabled=True and an AdminPassword in PalWorldSettings.ini). Its /v1/api/metrics endpoint reports server FPS and frame time, and the ServerStats sidecar reads it every 10 seconds and keeps the history.
Yes, if the port stays closed to the internet. The REST API listens on all interfaces by default, so firewall port 8212. The sidecar reads it on 127.0.0.1 and only connects out.
No. The official REST API covers server FPS, players and uptime. Guild and base data need the server's game-data API (start it with -enable-gamedata-api).
Only if your host lets you run the sidecar (a Linux x64 program; Windows coming soon) on the same machine. Otherwise basic mode still shows players and uptime from the query port.
Yes, under Palworld's own player id. Steam players are linked by SteamID64, so they match across your other Steam games and your store.
Yes, with moderation on: kick, ban (timed bans are lifted by the sidecar), unban, announcements and saves. The REST API has no private messages or mute.
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.