Space Engineers analytics, at full sim speed.

The Torch plugin reads sim speed (1.0 means 60 updates a second) and the time in each simulation phase, PCU per player, grid counts, and sessions and playtime.

See when sim speed drops below 1.0 and which part of the simulation it went on, how PCU grows, and who keeps coming back.

Free for one server. No card needed.

Questions it answers for Space Engineers servers

What the demo dashboard answers for this game.

What drags sim speed down?

Sim speed every second, with the lowest point of each 10 seconds. Every slow frame is split by phase: entities, physics, network and plugins.

How much PCU is in use?

Total PCU over time, and how it's spread across players.

How are grids growing?

Grid counts, large and small, static and moving, over time.

Do new engineers stay?

Day-1, day-7 and day-30 retention for every week of new players.

What sells?

Tebex revenue by package.

When is the server busiest?

Players online through the week, for events and cleanups.

What ServerStats tracks on Space Engineers servers

A Torch plugin for the Space Engineers dedicated server. Players install nothing.

Performance

  • Sim speed every second, its 10-second average and its lowest point
  • Server CPU load (the game's own figure) and frame work time
  • Lag spikes split by phase: entities, physics, game logic, network, Torch plugins
  • World save time

The world

  • PCU in total and spread across players
  • Grids by size and static or moving, blocks, floating objects
  • Asteroids and planets, factions
  • Space credits in circulation on economy worlds (deep metrics)

Building and combat

  • Blocks built by type, blocks destroyed by damage type
  • Grids created by split, build or spawn
  • Deaths by cause, PvP kills, respawns by spawn type

Players

No install yet? Basic mode reads A2S on the game port (27016 by default). Check any Space Engineers server with the free server status checker.

Plugin-specific payment and gamemode integrations for Space Engineers are planned. The general dashboard and payments log work today.

The number that matters: sim speed

1.0
Real time: 60 simulation updates a second
1.0
Real time
0.8
Everything at 80% speed
0.5
Half speed
Lag spike
250 ms (configurable)

Sim speed is the ratio of real to expected simulation speed. At 1.0 the server runs 60 updates a second; at 0.5 every thruster, piston and projectile moves at half speed for everyone on the server.

ServerStats samples it every second and keeps the lowest sample of each 10 seconds, so short dips don't vanish into an average. Every frame over the lag-spike threshold is split into the phase that took it: entities (grids, blocks, programmable blocks, mods' components), physics, game logic, network or Torch plugins.

Space Engineers keeps no per-grid or per-mod timings, so a spike names the phase, not the grid. PCU and grid counts sit beside the phase split, so you can tell a physics problem from too many grids.

One plugin. About five minutes.

Works with

  • Space Engineers dedicated server
  • Torch
  • Tebex
  • Connects out only. No ports to open on your server.
  • A one-time claim code, then the agent signs everything it sends with its own key. No reusable secret is stored on your server or ours.
  • Player IDs are keyed hashes in analytics. Player IP addresses are never sent to us.
<Instance>/ServerStats/ServerStats.xml
<!-- Unzip into Torch's Plugins/ and start Torch once, then: -->
<ClaimCode>SS-XXXX-XXXX-XXXX</ClaimCode>
<!-- and restart, or as an admin in chat: !serverstats claim <code> -->

Space Engineers questions

What is sim speed?

The ratio of real to expected simulation speed. 1.0 is 60 updates a second. Below that, everything slows down for players.

How do I find what is dropping sim speed?

ServerStats splits every slow frame into entities, physics, game logic, network and plugins, and shows it next to PCU, grid and block counts, so you can tell a physics problem from too many grids.

Do I need Torch?

Yes. The plugin runs on Torch, the server wrapper most community servers already use.

Can it track PCU per player?

Yes. It records total PCU and how it's spread across players.

Do players install anything?

No.

Is it free?

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.

Related games

One ServerStats account covers every game you run.

Start with one Space Engineers server, free

Install it and see your first numbers today.