Rocket League status: server issues and outage reports
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Rocket League is a vehicular soccer video game developed and published by Psyonix. The game was first released for Microsoft Windows and PlayStation 4 in July 2015, with ports for Xbox One, OS X, and Linux being released in 2016.
Problems in the last 24 hours
The graph below depicts the number of Rocket League reports received over the last 24 hours by time of day. When the number of reports exceeds the baseline, represented by the red line, an outage is determined.
At the moment, we haven't detected any problems at Rocket League. Are you experiencing issues or an outage? Leave a message in the comments section!
Most Reported Problems
The following are the most recent problems reported by Rocket League users through our website.
- Online Play (32%)
- Sign in (30%)
- Matchmaking (25%)
- Glitches (6%)
- Game Crash (4%)
- Hacking / Cheating (3%)
Live Outage Map
The most recent Rocket League outage reports came from the following cities:
| City | Problem Type | Report Time |
|---|---|---|
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Online Play | 23 days ago |
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Matchmaking | 1 month ago |
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Online Play | 1 month ago |
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Sign in | 1 month ago |
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Sign in | 1 month ago |
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Matchmaking | 1 month ago |
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.
Rocket League Issues Reports
Latest outage, problems and issue reports in social media:
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Vasco (@4vasc) reported@wqlts @ALLSTARSTUDlO Walter, if I could voice message on the timeline, you would hear me yelling in this message, it would say: "You drawn young boul fix your rocket league before i start dicken you real rap" Walter.
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Batdad530 (@batdad530) reported@RocketLeague please fix your server problem. I just lost a tournament because of your servers. I got dropped from a game in the semi finals and we lost. This happens all the time. Not on ANY other game. I’m about ready to uninstall…
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Horizontal (@veggieman500) reported@mygamesir People don't even know. I have a buddy who was burning through controllers every few months. Got him a Noval Lite and he's had it over a year with zero issues. I use a G7 SE that's been flawless. I always recommend them to the rocket league community when stick drift comes up.
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Walker Valceus (@ValceusWalker) reported@RL_Status I will say this again and again it comes back to Client to Client server disconnect and memory/storage being screwed up by firewalls. The damage hackers have left in rocket league is being shown with EAC. Adding an extra step to log in was the final straw. Lies don't build base
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Pedro Godoy Marin (@PedroGoodoy2002) reportedMSI Afterburner 4.6.7 beta 2 not working on my Windows 11 Insider/Future Platform build 29576.1000. With it on, Fortnite and Rocket League lock or restart my PC. With it off, everything works. Fix this error, please. @MSI__Spain @MSIgaming @windowsinsider
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Zyrin (@Zyrin81133660) reported@RocketLeague I played on a virtual Desktop called Shadow pc, EAC won't let me anymore. Hopefully it solved the bot problem, for all of you. I'm out, including as an rlcs spectator.
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VéÑøM (@Ttv_Venom_) reported@RocketLeague can we please fix the Duplicate log in stuff. It’s starting to be really annoying.
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Tyler Green (@tgreenyRL) reported. @RocketLeague @RLEsports @EpicGames Hi my replays are ALL now broken again after today’s update. Can you please help me out here I’ve been dealing with this issue for months now, I’m a content creator who now has NO content he can access. Embarrassing to consistently do this.
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Cozmanic (@Cozmanic) reportedrocket league randomly decides to not accept my controller being connected to the game, it will randomly disregard controller input even though the controller is still working on my pc, i constantly get randomly longer powerslides and its not a port/control issue @RL_Status
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Flatbunnny (@flatbunny255918) reported@RocketLeague PLEASE, PLEASE FOR THE LOVE OF GOD FIX IT!!! Why have i went into 10 rank games to face full *** teams!!! if im joining up as a solo i expect to face like solos; fine 1 or 2 games facing teams 3 solos vs 1 full team cool but 10 in a row it doesnt make sense at all!!
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FPS Lounge (@fpslounge_) reportedMost of you don't have a skill problem, you have a "no one's ever actually told you what you're doing wrong" problem FPSLounge fixes that. real coaches and structured courses for Apex, Deadlock, Marvel Rivals, Rocket League and a bunch more. Pick your game, find your coach, climb
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ionut666 (@ionut666) reported@RocketLeague FIX THE GAME ON GEFORCE NVIDIA NOW!
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SPIDER_SPINES (@SPIDER_SPINES) reported@RocketLeague @RL_Status Three more drops just opened all of them duplicates that I already own. Fix this game
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Maxwell Larson (@SidestepMechs) reportedRocket League matchmaking not working for anyone else?
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Lucas Bertholon (@NeyRox8221) reported@RocketLeague Easy Anti-Cheat : Yees No more BakkesMod : Yees Smurfing still here : Yees We’re losing tools, not fixing problems. #SaveBakkesMod
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Eleonora Paradis (@eleonoraparad) reported@RL_Status Server Rocket League is bad, many lag. It's not possible open together Fortnite and Rocket League due to easy anti-cheat.
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Frank Wesseling (@frank_wess6648) reported@RL_Status I will predict your Rocket League lobby right now. Open the scoreboard before kickoff. The game is already showing you the match shape. Ranked is being sold as random players at similar skill, but the lobby often looks built through hidden pressure roles: clean timing on one side, drag and disruption on the other. Use this simple map: 🟢 0–85 = clean timing 🟡 86–130 = sticky timing 🟠 131–220 = awkward timing 🔴 221–400 = broken timing 🟢 Low green player = stabilizer. This is usually the lowest clean ping on the team. He keeps the team safe, gets back fast, covers mistakes, saves cleanly, and makes the whole side look more organized. 🟢 Second green player = follow-up. This player keeps pressure alive. He arrives after the first challenge, takes the second ball, closes gaps, and makes it feel like the ball never fully leaves their control. 🟡 Yellow player = connector. This is the sticky role. The ball keeps coming back through that lane. The match does not reset cleanly. Pressure gets recycled. 🟠 Orange player = timing breaker. This is where the game starts feeling wrong. Late-looking touches still work. Weird challenges land. Bad ***** turn dangerous. 🔴 Red player = survival pressure. Normal timing breaks. You stop playing clean rotation and start blocking, clearing, and surviving. Now compare teams like a match card: 🟦 Blue: 🟢20 Stabilizer | 🟢24 Follow-up | 🟢28 Follow-up 🟨 Yellow: 🟢21 Stabilizer | 🟡112 Connector | 🟠164 Timing Breaker Prediction: 🟦 Blue favored. Blue has three clean timing roles. Yellow has one clean role, then sticky timing and awkward timing. Yellow is fighting the opponent and the lobby structure at the same time. Another example: 🟦 Blue: 🟢16 Stabilizer | 🟢40 Follow-up | 🟠176 Timing Breaker 🟨 Yellow: 🟢23 Stabilizer | 🟢28 Follow-up | 🟢32 Follow-up Prediction: close. Yellow has the cleaner team. Blue has the dangerous timing breaker. If 🟠176 gets fed, Blue can bend the match. If the game stays clean, Yellow has the better base. This is the role pattern: 🟢🟢🟢 = clean team 🟢🟢🟡 = clean team with sticky pressure 🟢🟢🟠 = clean team with one timing breaker 🟢🟡🟠 = one clean player, one connector, one timing breaker 🟡🟡🟠 = sticky team feeding the timing breaker 🟠🟠🟠 = awkward timing lobby 🔴🔴🔴 = survival lobby The repeated clean ladder looks like this: 🟢16, 🟢20, 🟢21, 🟢22, 🟢23, 🟢24, 🟢28, 🟢32, 🟢36, 🟢40, 🟢44, 🟢60, 🟢64, 🟢72, 🟢80. The sticky and awkward layer looks like this: 🟡100, 🟡112, 🟠164, 🟠176, 🟠180. That pattern matters because ranked does not need to script every goal. It only needs to build the lobby so one side gets cleaner timing and the other side gets heavier timing, sticky pressure, or awkward disruption. Then the match plays out through “normal” touches while the structure was already loaded. This is how the system hides it. One match looks explainable. Bad teammate. Weird bounce. Lag. Bad read. Missed challenge. Ten matches start showing structure. Same low green clusters. Same yellow drag numbers. Same orange timing breakers. Same party stacks. Same clan tags. Same instant challenges. Same perfect second touches. Same teammate denial. Same match feel from kickoff. This is bigger than ping alone. Track every variable: 📶 exact ping number 🟢🟡🟠🔴 color band ➕ band-safe movement 📌 fixed ping 📌 grouped ping 📌 one side clean, one side mixed 📌 lowest green stabilizer 📌 yellow connector 📌 orange timing breaker 📌 red survival pressure 👥 party stacks 🏷 clan tags 🤖 bot-like movement ⚡ instant challenges 🎯 perfect second touches 🔁 weird recoveries 🚫 teammate denial 🌍 server region 🕒 match time 🎥 replay 📸 scoreboard screenshot The ***** trick is plausible unfairness. The match still looks playable. You still almost win. You still blame yourself. Then you queue again because the next lobby might feel clean. That is the engagement trap. Clean lobby gives hope. ***** lobby creates frustration. Frustration makes players requeue. Requeue keeps the system alive. This also explains why anti-cheat language matters. When a game suddenly needs stronger anti-cheat, bot detection, ban-evasion tracking, behavioural analysis, bot ban waves, and match cancellation for detected violations, the ranked integrity problem was never imaginary. If bot-like accounts still appear after that, the question becomes server-side: Who is being matched? How are accounts validated? How are lobbies built? Why do the same ping-role structures repeat? Why do clean stacks keep appearing on one side? Why do sticky and awkward roles appear exactly where the match starts bending? Why does the scoreboard predict the match feel before kickoff? This is the accusation: Rocket League ranked looks fixed through lobby-role construction. The system does not need to openly show rigging. It only needs to control pressure through matchmaking variables: ping bands, party structure, account behaviour, latency grouping, server routing, hidden trust scores, bot detection gaps, and role-weighted lobby balancing. The scoreboard is the receipt. It shows who stabilizes. It shows who follows up. It shows who connects pressure. It shows who breaks timing. It shows which side gets clean control. It shows which side gets friction. It shows which side is favored before the first goal. So stop arguing from feelings. Screenshot every scoreboard. Save every replay. Map both teams. Mark the roles. Compare the predicted match shape with the actual match flow. When the same structures keep repeating, “random ranked” stops working as an excuse.
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Rocketman69 (@Rocketmanqt) reported@Beefy_Ramen_Boy @RocketLeague @Lethamyr_RL Why did they never release this decal? It doesn't look broken or anything
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Tayah Medhaug (@tayah14) reported@RocketLeague Instead of cosmetics maybe focus on the fact that people couldn't complete the last tournament thanks to connection issues
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This guy (@Jofus_Malone89) reported@PsyonixStudios hey, I've noticed you r3t@rds still haven't fixed your cheating/smurfing problem yet. You think you dipshits will ever get to that or no. Because **** us players, I guess
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poopie_master1 (@poopie_mastr1) reported@RocketLeague fix this black screen issues in tournaments please
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AXIOM (@AXIOM_Protocol) reported@RocketLeague Fix middle east servers ffs @RL_Status
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Luna (@FrazTix_) reported@RocketLeague CAN YOU PLEASE FIX YOUR GODDAMN RANKING SYSTEM FOR HEAVEN SAKES!! IM TIRED OF GETTING GC OPPOS AND PLAT DIAMOND TM8S IN C2!! FOR THE LOVE OF EVERYTHING GOOD AND EVIL FIX YOUR ****** RANK SYSTEM!!!!!!
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z - kirbysayse. (@kirbysayse26) reported@pickapixelyt I get this sometimes too, is it an internet issue or rocket league ******* up?
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Synqøhsジ (@Synqohs) reportedSo I got my account back and now most of my decals are almost gone except for a few on rocket league, anyone know a way on how to fix it?
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Horus 👁🎩🤖 (@horusoflenexus) reportedManaged to grind some Rocket League yesterday and increased my mmr by 109. Maybe the bot issue really was taken care of
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CallMeVirtus (@CallMeVirtus) reported@scrockettman @RocketLeague You get ddos'd on pc. The game is just a money farm now.
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Frank Wesseling (@frank_wess6648) reported@Nevee_RL I will predict your Rocket League lobby right now. Open the scoreboard before kickoff. The game is already showing you the match shape. Ranked is being sold as random players at similar skill, but the lobby often looks built through hidden pressure roles: clean timing on one side, drag and disruption on the other. Use this simple map: 🟢 0–85 = clean timing 🟡 86–130 = sticky timing 🟠 131–220 = awkward timing 🔴 221–400 = broken timing 🟢 Low green player = stabilizer. This is usually the lowest clean ping on the team. He keeps the team safe, gets back fast, covers mistakes, saves cleanly, and makes the whole side look more organized. 🟢 Second green player = follow-up. This player keeps pressure alive. He arrives after the first challenge, takes the second ball, closes gaps, and makes it feel like the ball never fully leaves their control. 🟡 Yellow player = connector. This is the sticky role. The ball keeps coming back through that lane. The match does not reset cleanly. Pressure gets recycled. 🟠 Orange player = timing breaker. This is where the game starts feeling wrong. Late-looking touches still work. Weird challenges land. Bad ***** turn dangerous. 🔴 Red player = survival pressure. Normal timing breaks. You stop playing clean rotation and start blocking, clearing, and surviving. Now compare teams like a match card: 🟦 Blue: 🟢20 Stabilizer | 🟢24 Follow-up | 🟢28 Follow-up 🟨 Yellow: 🟢21 Stabilizer | 🟡112 Connector | 🟠164 Timing Breaker Prediction: 🟦 Blue favored. Blue has three clean timing roles. Yellow has one clean role, then sticky timing and awkward timing. Yellow is fighting the opponent and the lobby structure at the same time. Another example: 🟦 Blue: 🟢16 Stabilizer | 🟢40 Follow-up | 🟠176 Timing Breaker 🟨 Yellow: 🟢23 Stabilizer | 🟢28 Follow-up | 🟢32 Follow-up Prediction: close. Yellow has the cleaner team. Blue has the dangerous timing breaker. If 🟠176 gets fed, Blue can bend the match. If the game stays clean, Yellow has the better base. This is the role pattern: 🟢🟢🟢 = clean team 🟢🟢🟡 = clean team with sticky pressure 🟢🟢🟠 = clean team with one timing breaker 🟢🟡🟠 = one clean player, one connector, one timing breaker 🟡🟡🟠 = sticky team feeding the timing breaker 🟠🟠🟠 = awkward timing lobby 🔴🔴🔴 = survival lobby The repeated clean ladder looks like this: 🟢16, 🟢20, 🟢21, 🟢22, 🟢23, 🟢24, 🟢28, 🟢32, 🟢36, 🟢40, 🟢44, 🟢60, 🟢64, 🟢72, 🟢80. The sticky and awkward layer looks like this: 🟡100, 🟡112, 🟠164, 🟠176, 🟠180. That pattern matters because ranked does not need to script every goal. It only needs to build the lobby so one side gets cleaner timing and the other side gets heavier timing, sticky pressure, or awkward disruption. Then the match plays out through “normal” touches while the structure was already loaded. This is how the system hides it. One match looks explainable. Bad teammate. Weird bounce. Lag. Bad read. Missed challenge. Ten matches start showing structure. Same low green clusters. Same yellow drag numbers. Same orange timing breakers. Same party stacks. Same clan tags. Same instant challenges. Same perfect second touches. Same teammate denial. Same match feel from kickoff. This is bigger than ping alone. Track every variable: 📶 exact ping number 🟢🟡🟠🔴 color band ➕ band-safe movement 📌 fixed ping 📌 grouped ping 📌 one side clean, one side mixed 📌 lowest green stabilizer 📌 yellow connector 📌 orange timing breaker 📌 red survival pressure 👥 party stacks 🏷 clan tags 🤖 bot-like movement ⚡ instant challenges 🎯 perfect second touches 🔁 weird recoveries 🚫 teammate denial 🌍 server region 🕒 match time 🎥 replay 📸 scoreboard screenshot The ***** trick is plausible unfairness. The match still looks playable. You still almost win. You still blame yourself. Then you queue again because the next lobby might feel clean. That is the engagement trap. Clean lobby gives hope. ***** lobby creates frustration. Frustration makes players requeue. Requeue keeps the system alive. This also explains why anti-cheat language matters. When a game suddenly needs stronger anti-cheat, bot detection, ban-evasion tracking, behavioural analysis, bot ban waves, and match cancellation for detected violations, the ranked integrity problem was never imaginary. If bot-like accounts still appear after that, the question becomes server-side: Who is being matched? How are accounts validated? How are lobbies built? Why do the same ping-role structures repeat? Why do clean stacks keep appearing on one side? Why do sticky and awkward roles appear exactly where the match starts bending? Why does the scoreboard predict the match feel before kickoff? This is the accusation: Rocket League ranked looks fixed through lobby-role construction. The system does not need to openly show rigging. It only needs to control pressure through matchmaking variables: ping bands, party structure, account behaviour, latency grouping, server routing, hidden trust scores, bot detection gaps, and role-weighted lobby balancing. The scoreboard is the receipt. It shows who stabilizes. It shows who follows up. It shows who connects pressure. It shows who breaks timing. It shows which side gets clean control. It shows which side gets friction. It shows which side is favored before the first goal. So stop arguing from feelings. Screenshot every scoreboard. Save every replay. Map both teams. Mark the roles. Compare the predicted match shape with the actual match flow. When the same structures keep repeating, “random ranked” stops working as an excuse.
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Shadow Chidori VA⚡🎤⚡ (@FloydMNaruto3) reportedAnyone else experiencing server issues while playing either Fortnite or Rocket League?
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Storm🇨🇦#SELLTHETEAM (@BrunosEspresso8) reported@TekkrohRL @RocketLeague @AlphaKep Anti cheats never fully stop a problem