Battlefield 6 Outage Map
The map below depicts the most recent cities worldwide where Battlefield 6 users have reported problems and outages. If you are having an issue with Battlefield 6, make sure to submit a report below
The heatmap above shows where the most recent user-submitted and social media reports are geographically clustered. The density of these reports is depicted by the color scale as shown below.
Battlefield 6 users affected:
Battlefield 6 is a 2025 first-person shooter game developed by Battlefield Studios and published by Electronic Arts. Serving as the eighteenth installment in the Battlefield series, the game was released for PlayStation 5, Windows, and Xbox Series X/S on October 10, 2025.
Most Affected Locations
Outage reports and issues in the past 15 days originated from:
| Location | Reports |
|---|---|
| Argentan, Normandy | 1 |
| Cadiz, Andalusia | 1 |
| Nantes, Pays de la Loire | 3 |
| Bitche, ACAL | 1 |
| Paris, Île-de-France | 34 |
| Aurillac, Auvergne-Rhône-Alpes | 1 |
| Annecy, Auvergne-Rhône-Alpes | 2 |
| Arvert, Nouvelle-Aquitaine | 1 |
| Angoulême, Nouvelle-Aquitaine | 1 |
| Nice, Provence-Alpes-Côte d'Azur | 1 |
| Pessac, Nouvelle-Aquitaine | 1 |
| Marseille, Provence-Alpes-Côte d'Azur | 5 |
| Pont-Scorff, Brittany | 1 |
| Haguenau, ACAL | 1 |
| Labenne, Nouvelle-Aquitaine | 1 |
| Fort-de-France, Martinique | 1 |
| Montpellier, Occitanie | 1 |
| Troyes, ACAL | 2 |
| Dole, Bourgogne-Franche-Comté | 2 |
| Jarville-la-Malgrange, ACAL | 1 |
| Namur, Wallonia | 1 |
| Toulouse, Occitanie | 1 |
| Villeurbanne, Auvergne-Rhône-Alpes | 1 |
| Grenoble, Auvergne-Rhône-Alpes | 1 |
| City of Brussels, Brussels Capital | 1 |
| Hayes, England | 1 |
| Chambray-lès-Tours, Centre | 1 |
| Angers, Pays de la Loire | 1 |
| Langon, Nouvelle-Aquitaine | 1 |
| Johnstone, Scotland | 1 |
Community Discussion
Tips? Frustrations? Share them here. Useful comments include a description of the problem, city and postal code.
Beware of "support numbers" or "recovery" accounts that might be posted below. Make sure to report and downvote those comments. Avoid posting your personal information.
Battlefield 6 Issues Reports
Latest outage, problems and issue reports in social media:
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Don (@The_Don_07) reported@EA_DICE are you guys able to do anything about the performance on ps5. The game is practically unplayable for me with the amount of desync and lag I’m getting.
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Ç. White (@ThatOneCWhite) reported@miztifying 100% agreed. the fact it's not their first battlefield should mean that they must've learned from the previous games to avoid making the same mistakes, facing the same issues, and also work on quality of life. the fact bf6 has none of that is baffling.
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don (@iceyicon) reportedsince the aim changes on battlefield 6… my aim has been so bad. literally every-time i fix my settings they drop another update and **** everything up.
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KingRamze (@DukeRamze) reportedRe-watching Battlefield Earth (2000) tonight. It's cartoonishly bad, but still has its charm. I almost wish they'd re-make it with a bigger budget and fix all the plot holes and mistakes.
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Voices of Ambazonia (@sc_amba) reported@AmericaRecharge You people like fueling problems. For how long do you want Ukraine to be used as the battlefield of world powers?
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TQK (@TheQuickKunai) reported@Battlefield You guys gonna fix the hacker problem yet @Battlefield ?
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Luke Taylor (@LBT_UK) reported@BattlefieldInte Went from 700k to 50k, yet the real issues are never addressed, its all on @Battlefield to actually listen but they never will.
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ਸ੍ਰੀਖੜਗਕੇਤੁ (@Kharagket_) reportedPunjab state is also charged with the expenses of Indian troops mobilised every time at its border - something that once made the then MP Bhagwant Mann livid. In 2016, Punjab state was charged ₹7.5 crore because of troops mobilised due to the Pathankot incident. Factor in that Punjab has been the battlefield of India’s multiple conflicts with Pakistan and the debt problem begins to make sense.
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Bechara Gerges (@BecharaGerges) reported🚩The Middle East faces the same Iranian problem in both war and calm. In periods of de-escalation, Tehran re-arms, interferes in other states’ affairs, and sabotages countries through its proxy architecture. In periods of war, it no longer hides behind deniability and strikes the regional order directly, even targeting Qatar, its closest Gulf channel and one of its most useful intermediaries. This is the strategic lesson: the Islamic Republic is not a difficult neighbor to be managed. It is a revolutionary regime whose survival depends on keeping the region unstable, fragmented, and vulnerable to blackmail. For the Gulf states, the question is no longer how to contain Tehran, but how to end the cycle Tehran has built. In coordination with the United States and Israel, the objective must be to dismantle the regime’s capacity to export power, hold Arab states hostage, and convert every diplomatic opening into a new battlefield. The transition may carry instability. But the region is already paying the price of instability under Iranian management. The real choice is not between stability and disruption; it is between a temporary cost to break the machine and a permanent cost to live under it. The region cannot keep purchasing temporary calm by underwriting the survival of the very regime that destroys it.
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Mr.Nobody (@MrNobody1410) reportedI usually post news and updates, but today I wanted to try something different. I tried writing a story for the first time. It's probably a little cliché, but I wanted to create something different from my usual posts. Read it and tell me how it made you feel. Here you go........ Alien invasion, but not the kind humanity had imagined. The aliens didn't come for our planet, our resources, or our technology. They came for our bodies. Somewhere in the universe, a deadly disease had plagued countless civilizations for centuries. Entire species were wiped out by it. But when an alien research vessel discovered Earth, they found something impossible. The human body. Human biology naturally resisted the disease. A human could live an entire lifetime without ever being infected. To the aliens, the human body was the closest thing to a cure ever discovered. But there was a problem. Humans were everywhere. Billions of them. And unlike many species the aliens had conquered before, humans were physically strong, unpredictable, and willing to fight back. A direct invasion would be costly. So they chose a different strategy. One night, a massive transparent dome appeared over a city. It stretched nearly 80 miles in every direction. Nothing could enter. Nothing could leave. Inside, the aliens began their harvest. Every day people disappeared. Every day fewer lights remained on. Every day hope became harder to find. Within a month, the population inside the dome had been reduced to a fraction of what it once was. But humanity refused to die quietly. A small group of survivors learned *********** the invaders. They stole alien weapons, studied their tactics, and formed a rebel force. Twenty fighters. One hundred civilians. That was all that remained. Among those twenty rebels was a young man who never wanted to be a hero. He wasn't fearless. He wasn't the strongest. Every battle terrified him. Whenever someone volunteered for dangerous missions, he stayed silent and hoped someone else would step forward. He survived because others were braver than he was. At least that's what he believed. One night the rebels discovered the truth about the dome. At its exact center stood the alien spacecraft that powered it. Destroy the ship, and the dome would collapse. The plan was simple. Ten rebels would ****** the hundred survivors toward the edge of the dome. The other ten would attack the spacecraft. If both teams succeeded, the civilians would finally be free. At dawn, they moved. And everything went wrong. The aliens were waiting. The ****** team was ambushed. The attack team was overwhelmed. When the battle ended, ten rebels were dead. Five more were critically wounded. Twenty civilians had been killed. The remaining survivors were trapped and surrounded. Only five rebels could still fight. Among them stood the man who had spent the entire month afraid. The man who always hoped someone else would make the sacrifice. For the first time, there was no one else. The wounded rebels looked at him. The civilians looked at him. Children who had lost their parents looked at him. And he finally understood something. Courage isn't the absence of fear. It's moving forward despite it. The spacecraft sat in the distance, protected by dozens of aliens. There was only enough explosive material left for one attack. A one-way attack. He picked up the detonator. "No." His friends tried to stop him. "You don't have to do this." He smiled. For the first time since the invasion began, he wasn't shaking. "Someone has to." Using stolen alien armor, he drove straight toward the spacecraft while the remaining rebels created a distraction. Alarms screamed. Alien soldiers flooded the battlefield. Blaster fire tore through the air. The vehicle was hit again and again. But it kept moving. Closer. Closer. Closer. Until it reached the base of the spacecraft. The young man looked back one final time.
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שתי גדות לירדן ShtayGadotLaYarden 🇮🇱 (@StayGadot) reported@kkalev @adamjohnsonCHI Happy to be of service in highlighting your utter ignorance about the laws of war. A battlefield is not a courtroom. Geneva Conventions states that belligerent parties are not obliged supply food to a hostile population in active war zone if those supplies benefit enemy forces.
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Kołdrian (@ten_na_chmurce) reportedI Expected a Small Roguelike. LONESTAR Gave Me a 98-Minute Brain Trap LONESTAR surprised me much more than I expected. On paper, it sounds simple enough: a strategic roguelike spaceship deckbuilder about bounty hunters chasing criminals across space. In practice, my first run lasted 1 hour and 38 minutes, so no, this is not a quick toilet-session roguelike. This is the kind of game where you sit down, start counting, start planning, and suddenly realize you are fully locked in. A saloon, a spacesuit dog, and bounty hunting in space The first impression is charming. The main menu looks like a western saloon, except outside the window there is space, planets, and a dog floating around in a spacesuit. The music has that little western flavor, the whole setup has a light sci-fi cowboy joke behind it, and it immediately gives the game some personality. But the style is not the main reason LONESTAR works. It is nice, it is funny, it sets the mood, but the real hook is the combat system. This is not just “play attack, play defense” LONESTAR is not a classic deckbuilder where you simply throw out an attack card, then a defense card, then wait for the enemy to do its thing. Cards here are closer to energy values that power the ship. The real build is created through units, slots, colors, ship weight, support modules, attack modules, treasures, overclocks, and the position of everything on your ship. That is where the game becomes interesting. You have different colors of energy, and not every color works in every slot. Some energy is flexible, some is restricted, and once you place it, you cannot just take it back. That one rule changes the whole rhythm of a turn, because every move has weight. A bad click can turn into a wasted turn. A good placement can suddenly unlock a whole chain of damage, defense, or card generation. Then there is ship movement. You can move up or down on the battlefield, but it costs fuel. Sometimes the best move is not dealing more damage. Sometimes it is moving into a better lane, avoiding the worst attack, taking one smaller hit, and preparing a stronger turn later. A deckbuilder that feels like a puzzle engine This is exactly the kind of card-based roguelike that works for me. I like card games, but in traditional competitive card games I rarely enjoy building decks completely from scratch. In games like Hearthstone, I usually prefer learning meta decks, understanding matchups, seeing how the deck works, and figuring out how to counter what other people are playing. But in roguelikes, I am the opposite. I love building something during the run. I love when the game gives me random tools and asks me to turn them into a working machine. Sometimes that machine is elegant. Sometimes it is ridiculous. Sometimes it barely holds together. But when it works, it feels great. In my first LONESTAR run, I leaned into card generation, damage scaling, and one very useful overclock. Without that extra generation, I probably would not have finished the run, because enemies became stronger with every stage. At some point, I was no longer just reacting to enemy attacks. I was trying to build an engine that could survive, scale, and keep producing the resources I needed. Mathematical, but not dry The best thing about LONESTAR is that it is very mathematical without feeling like a spreadsheet. You are constantly asking small questions. Should I block this attack? Should I boost my own damage? Should I move the ship? Should I accept a bit of damage now to prepare something better? Should I risk a weak turn because the next one might explode? And because units, supports, treasures, energy colors, positioning, and overclocks all interact with each other, the game keeps giving you new little problems to solve. One ordinary enemy surprised me a lot. It was basically a survival test. I had two rounds to defeat it, because in the third round it charged up huge attacks. I failed to destroy it in time, but I managed to survive. Then the enemy surrendered. That was a great moment, because victory was not only about reducing a health bar to zero. It was about reading the situation, positioning the ship, minimizing damage, and surviving the exact turn the game wanted me to fear. A useful reset, maybe a little too useful I have mixed feelings about the option to repeat a fight. On one hand, it makes sense. Since placed energy cannot be taken back, one rushed click can ruin your whole plan. In that case, being able to restart the fight feels like a fair safety net, especially in a game where many decisions are very precise. On the other hand, it can be quite strong. Not strong enough to carry a bad build, because if your setup simply does not work, repeating the fight will not magically fix it. But if the problem was execution, order of decisions, or one stupid mistake, the game gives you quite a lot of room to correct it. So I do not hate it. I just think it slightly softens the punishment. Small presentation issues, but good readability Visually, LONESTAR is not amazing, but it does not need to be. The UI is simple, readable, and good at explaining what is happening. The combat screen is clear, tooltips help, and the game does a solid job of teaching its systems step by step. The weakest visual element for me was the energy cards themselves. They are functional, but visually a bit dull. For a game built so heavily around energy, slots, and values, I would not mind stronger visual feedback there. Also, no Polish language version is a minus for me. I know this type of translation is difficult. Strategy games and card games are full of small mechanical details, and one badly translated term can change the meaning of an entire card or perk. But that is also exactly why language matters here. LONESTAR has a lot of descriptions, talents, tooltips, conditions, and small rules. English was not a huge problem for me, but I still prefer playing these games in my native language. It is simply less tiring when the game already asks you to calculate so much. More of these smaller roguelike surprises, please After one completed run, I am very positive. I finished it on my first try, but I would not say the game is automatically easy. I have played a lot of card-based roguelikes, so I know what to look for when building around scaling, generation, and synergies. That experience helped. I can absolutely imagine someone losing the first run if their build does not come together. What I like most is the potential. Different pilots, talents, races, ship layouts, support units, attack units, treasures, stores, event choices, and unlocks make it very easy to imagine many different runs. This is not a huge, flashy game, but mechanically it has a lot to chew on. Recently, smaller roguelike games have been surprising me more and more. As We Descend, Demon Bluff, MEGABONK, and now LONESTAR all remind me that you do not always need a massive production to get a really strong gameplay loop. LONESTAR is simple on the surface, but once the systems start clicking, it becomes a very satisfying little machine. 8/10. Small issues, very strong gameplay. More games like this, please.
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Global News Wire (@AfolabiI24434) reported@MarioNawfal 🇺🇸🇮🇷 A single U.S. service member killed could be enough to shatter the ceasefire—whether the death was intentional or the result of a battlefield accident. Analyst Stefano Ritondale argues that the key escalation threshold isn't intent, but casualties. In his assessment, once American personnel are killed, pressure for a forceful response rises dramatically, regardless of how the incident occurred. If that analysis proves correct, the current ceasefire rests on a fragile line where one unexpected event could trigger a much broader confrontation. Source: @artoriastech
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KJ él GRANDé (@KJxthexTG) reported@ODT1T4N @BattlefieldComm Has to be a recent glitch. Happens a lot now
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ashlyn 🏳️⚧️ (@ashlyninstereo) reportedi think we're heading towards another videogame crash because what do you MEAN we're not getting any more NFS or Burnout games??? Criterion are just making Battlefield now.