Squad server analytics, from seed to full.

A sidecar on the same machine reads SquadGame.log: server tick against 50 Hz, layers, matches and tickets, sessions and seeding. It's read-only, uses no RCON and only connects out.

See how fast your server seeds, which layers keep people playing, and how rounds end. No RCON needed.

Free for one server. No card needed.

Questions it answers for Squad servers

What the demo dashboard answers for this game.

How fast do we seed?

Time from seeding to full, by weekday and hour.

Which layers keep players?

Player-minutes and match length per layer, so you can see which layers hold players.

When is the server full?

Players online through the week.

How do rounds end?

Round results and tickets by layer.

Is the server ticking at 50?

Server tick against the 50 Hz budget, with spikes marked.

Did the server stay up?

Uptime, restarts and an alert in Discord when it goes down.

What ServerStats tracks on Squad servers

A sidecar on the same machine reads SquadGame.log, the same log SquadJS reads. Read-only: no RCON, nothing connects in. Tested on a live layer load, not yet with joined players.

Seeding and players

  • Players online over time, so you see how fast the server seeds
  • Sessions by SteamID64 or Epic id
  • New and returning players, D1, D7 and D30 retention

Layers and matches

  • Each new game's layer and map
  • Match length, winning faction and tickets left
  • Player-minutes per layer

Combat

  • Wounds and kills by weapon, teamkills, revives
  • Deployables damaged

Server

  • Server tick rate from the log, while a match runs
  • Restarts and uptime, host CPU and memory
  • No queue or squad data: those need RCON

No install yet? Basic mode reads A2S on the query port (27165 by default). Check any Squad server with the free server status checker.

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

The number that matters: server tick rate

50Hz
The tick rate a Squad server aims for
Source
SquadGame.log
Logged
While a match runs
Read
Every 5 seconds
RCON
Never used

A Squad server logs its tick rate while a match runs. When it sinks below its target, everything from hit registration to vehicle movement gets worse.

ServerStats records the tick rate next to players online and the current layer, so you can see which layers the server struggles with and whether the drop comes with the population or with a particular map.

One sidecar, on the same machine.

Works with

  • Squad dedicated server
  • SquadGame.log
  • Linux sidecar (Windows soon)
  • Runs next to your server and connects out only. No ports to open.
  • A one-time claim code, then the sidecar 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.
serverstats-sidecar.yml
# Linux x64 sidecar (Windows build coming soon)
# 1. serverstats-sidecar init squad > serverstats-sidecar.yml
# 2. In serverstats-sidecar.yml set:
claim: "SS-XXXX-XXXX-XXXX"
squad:
  log_file: "/home/squad/serverfiles/SquadGame/Saved/Logs/SquadGame.log"
# Read-only: no RCON, nothing connects in.
# 3. serverstats-sidecar run

Squad questions

Why a sidecar?

Squad has no plugin API for this, so a sidecar reads the server log on the same machine, the same log community tools like SquadJS read. It doesn't use RCON.

Can I see how fast the server seeds?

Yes. Players online over time shows the climb from seeding to full each day, by weekday and hour.

Why is there no queue data?

Queue length and squads only come through RCON, and RCON means connecting in to your server. ServerStats reads the log only.

Does it open any ports?

No. It reads a file on the same machine and only connects out.

Does it replace BattleMetrics?

No. BattleMetrics covers admin, bans and server lists; ServerStats adds analytics. Many owners use both.

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 Squad server, free

Run the sidecar and see your first numbers today.