Gaming uptime monitoring for login, matchmaking, and real-time servers — with HTTP, content, and TCP checks covering each critical player-facing service.
Players notice latency and matchmaking failures instantly and complain loudly. The signal is whether login, matchmaking, and session services respond fast enough, because a slow response feels like an outage to the player waiting on it.
Players feel login and matchmaking failures first, so monitor those paths independently instead of relying on one overall availability signal. Check login and matchmaking over HTTP with a strict timeout so latency registers, then cover the real-time session servers, which run over raw TCP or UDP ports that an HTTP check cannot see — a TCP check confirms the game server is actually accepting connections. Separate content checks on the services returning player and session data catch the case where the endpoint answers but returns nothing usable.
Use HTTP status checks on login and matchmaking endpoints, TCP checks on the real-time game server ports, and separate content checks on the services that return player or session data. Group checks by service so the affected player path is obvious at a glance.
A green login check can still hide a broken matchmaking or session service. Monitor those paths independently so one healthy endpoint does not mask the service players cannot use.
List the endpoints, jobs, and components where an outage would reach the people you serve. Keep the first pass to production.
Use HTTP or content checks for web surfaces, TCP for raw ports, SSL certificate checks for HTTPS expiry, and heartbeats for scheduled work.
Put production, staging, and per-client checks in their own groups so routing and noise stay under control.
Adjust intervals and retry counts once real data shows which alerts were signal and which were noise.
Free plan, no credit card required.