THE DETAILS MATTER

Methodology

Fresh data. Honest limitations.

How checks work

The server requests the Epic Games status summary, validates the payload and selects only the selected game’s service group and its child components. The most severe reported child status determines the headline. EVE Online uses the same scoped approach for Tranquility, excluding EVE Vanguard and standalone cloud services. Incidents and maintenance must reference a matching game component. Riot Games integrations read each product’s configured regional feeds, preserves notice scope and distinguishes publisher notices from probed availability. Notice publication dates never become maintenance start times.

Freshness and outages

Successful normalized responses are cached for approximately 120 seconds. Every result carries the source, retrieval time and last successful check. After 15 minutes without a valid check, it is stale and ineligible for indexing. When a request fails, a last-known response may be shown with a warning; otherwise status is unknown.

Coverage limits

Publisher status reports can lag behind local disruptions. The page is not a global uptime measurement, and we do not infer individual regions from a group-level report. Upcoming maintenance may change. All displayed schedule times use UTC.

History and corrections

Successful checks are stored locally in SQLite, or in Supabase when configured for a serverless deployment. Only meaningful data changes add a history entry; successful checks still advance the retrieval timestamp. A provider outage can recover the last valid response after a process restart. History is sampled when checks run and does not establish continuous uptime. If storage is unavailable, live data can still be shown but history and durable fallback may be unavailable. Contact the operator to report a source or interpretation issue.

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