Get emailed when your managed server starts struggling — and when it recovers.

Server Health Alerts

The status page tells you how your world is doing while you're looking at it. Health alerts cover the rest of the time: the platform checks your managed server on a schedule and emails you when something is wrong, then emails you again when it's fixed.

This is automatic for every managed server. There is nothing to switch on.

What Triggers an Alert

AlertRaised whenWhat it usually means
Server unreachableYour server stops answering status checksThe machine is down, restarting, or out of memory
Health check failingThe health endpoint returns an error, or the world database can't be readPlayers are being refused; usually a database problem
Boot errorsThe server started with errorsPart of your world is missing — a zone that never loaded, content that never synced
Tick time over budgetTick p95 goes above its budget (50 ms by default)Players will feel lag
Tick rate shortfallThe world achieves fewer ticks per second than it's configured forSomething is repeatedly blocking the world
Memory pressureThe game process uses more than 85% of the machine's memoryThe server is close to being killed by the operating system
Bandwidth per playerTraffic per player goes over its limitA broadcast storm, or a message that's far bigger than it should be

A single bad moment never alerts you. Everything except boot errors has to stay wrong for three checks in a row before you hear about it, and has to be good for three checks in a row before it's considered recovered. Boot errors are the exception and are reported on the first check, because a half-loaded world won't fix itself.

Tick and tick-rate checks are skipped for the first couple of minutes after a restart, so a server that's still warming up doesn't alert.

What the Email Says

You get two emails per incident, never more:

  • When it starts — subject begins with [ALERT], names your project and the specific problem, gives the figure that crossed the line (for example "Tick p95 is 63 ms against a 50 ms budget"), and links to your status page.
  • When it recovers — subject begins with [RESOLVED], and tells you how long the problem lasted.
Nothing repeats in between. A server that's been degraded for three hours has sent you exactly one email.

Alerts go to the project owner and to the platform's operations address, so someone is always looking even if you're away.

The Health Panel on Your Dashboard

Studio → your project → the server card shows the live picture while you have the tab open. It refreshes every few seconds and pauses in a background tab.

ShownMeaning
Status dot and verdictThe one-line answer: healthy, under pressure, or needs attention
PlayersHow many are online right now
Tick p95Tick time against its budget, coloured, with a small graph of the last few minutes
MemoryHow much the game process is using
BandwidthNetwork traffic per player, when your server reports it
UptimeHow long the server has been running since its last restart
Open alertsAnything currently alerting, and since when
NotesThings an operator should know — for example, a server provisioned without the shared cache a sharded realm needs

If your browser can't reach your server directly, the panel falls back to the platform's most recent check and tells you the reading is stale rather than showing nothing.

Status page on the panel opens the full status readout for the project.

> Alerts tell you that something is wrong. The status page tells you what — open it first when an alert arrives.