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 | 22 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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Sean Crockett (@SeanCrockett4) reported@RocketLeague PLAYERS ON CONSOLE FOCUS MORE ON ADJUSTING THEIR LIL MODS INSTEAD OF JUST PLAYING BETTER. GAMEPLAN TO FIX THIS??? OR DO YOU JUST LET EVERYONE MAKE YOUR GAME LOOK AWFUL? @RL_Status
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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: π’ 0β85 = clean timing π‘ 86β130 = sticky timing π 131β220 = awkward timing π΄ 221β400 = broken timing π’ 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. π’ 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. π‘ 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. π Orange player = timing breaker. This is where the game starts feeling wrong. Late-looking touches still work. Weird challenges land. Bad ***** turn dangerous. π΄ 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: π¦ Blue: π’20 Stabilizer | π’24 Follow-up | π’28 Follow-up π¨ Yellow: π’21 Stabilizer | π‘112 Connector | π 164 Timing Breaker Prediction: π¦ 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: π¦ Blue: π’16 Stabilizer | π’40 Follow-up | π 176 Timing Breaker π¨ Yellow: π’23 Stabilizer | π’28 Follow-up | π’32 Follow-up Prediction: close. Yellow has the cleaner team. Blue has the dangerous timing breaker. If π 176 gets fed, Blue can bend the match. If the game stays clean, Yellow has the better base. This is the role pattern: π’π’π’ = clean team π’π’π‘ = clean team with sticky pressure π’π’π = clean team with one timing breaker π’π‘π = one clean player, one connector, one timing breaker π‘π‘π = sticky team feeding the timing breaker π π π = awkward timing lobby π΄π΄π΄ = survival lobby The repeated clean ladder looks like this: π’16, π’20, π’21, π’22, π’23, π’24, π’28, π’32, π’36, π’40, π’44, π’60, π’64, π’72, π’80. The sticky and awkward layer looks like this: π‘100, π‘112, π 164, π 176, π 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 βnormalβ 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: πΆ exact ping number π’π‘π π΄ color band β band-safe movement π fixed ping π grouped ping π one side clean, one side mixed π lowest green stabilizer π yellow connector π orange timing breaker π red survival pressure π₯ party stacks π· clan tags π€ bot-like movement β‘ instant challenges π― perfect second touches π weird recoveries π« teammate denial π server region π match time π₯ replay πΈ 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, βrandom rankedβ stops working as an excuse.
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Mizu π (@MizuRL) reportedEasy Anti-Cheat comes to Rocket League tomorrow. I pray it ACTUALLY solves the hacking problem π
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*shh (@FookThaCommies) reported@RocketLeague Yeah this ainβt gonna fix anythingβ¦anyway add trading back.
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Laton Melville (@LatonMelville) reported@RocketLeague That's cool. How bout you fix the black loading screen on xbox as you join a game. Or the loading in 10 seconds into a game.
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Kilo (@kilogya) reported@RocketLeague So the loading screen or something about the maps are causing me performance issues. Before it would do it sometimes, but now it sometimes lets me in. Sorry if this is asking too much but is there a way to optimize the loading? On an SSD, i5-11600k IGPU. Thanks!
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tyreece (@tyreece_67) reported@NVIDIAGFN Can you fix Rocket Leauge it no longer launches since Epic added easy anti cheat to rocket league and it shows easy anti cheat it not installed and refuses to launch h
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TonyAR π (@TheDesolateAnt_) reported@FoxyyChar Rocket League had that "trading" system to exchange items with other players... But sadly they ended up removing the mechanic because it would cause compatibility issues with Fortnite, because they were going to release Rocket Racing.
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Lethamyr (@Lethamyr_RL) reported@MaTweetos Rocket League ruined some maps by changing material references. Nothing you can do unless you edit the map yourself in UDK or ask the original mapmaker to fix
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ionut666 (@ionut666) reported@RocketLeague FIX THE GAME ON GEFORCE NVIDIA NOW!
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Horus ππ©π€ (@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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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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Society is Embarrassing (@Random_Guy0016) reported@RocketLeague First match for me after the Easy-Anti cheat, match looked normal till a car touched me. Can't replicated that DLL lag if u wanted to. Same kind lag on a game server has if it is being DDOS'ed and your playing at same time as the attack, least u tried I guess.
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Luna (@FrazTix_) reportedYea cool update on rocket league only wish they would fix their skill based match making so I can GET BETTER TM8S WHO DONT SELL LEAVE OR THROW MY MATCHES FOR NO GOOD GOD DAMN REASON
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Sam Hegarty (@SamHegartyrq2d) reported@RocketLeague I have played a few games most of them where bots fix epic give the game back
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feodorical (@arealcrazyman) reported@RocketLeague how about instead of this you fix how you ban your people, suddenly banned me for 20 minutes BECAUSE MY TEAMMATE LEFT THE GAME NOT ME?? I DIDNT EVEN LEAVE??
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Lucas Bertholon (@NeyRox8221) reported@RocketLeague Easy Anti-Cheat : Yees No more BakkesMod : Yees Smurfing still here : Yees Weβre losing tools, not fixing problems. #SaveBakkesMod
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Maxwell Larson (@SidestepMechs) reportedRocket League matchmaking not working for anyone else?
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LUKASGAMER8538 (EMPERADOR) (@Lukasgamer8538) reported@Iwanttobugatti I honestly don t know when the bugatti centodieci will arrive It was supposed to come to fortnite in october 2025 and then it arrived in chapter 7 but unfortunately it was removed due to a transfer error between rocket league and fortnite It will arrive in future updates though
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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: π’ 0β85 = clean timing π‘ 86β130 = sticky timing π 131β220 = awkward timing π΄ 221β400 = broken timing π’ 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. π’ 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. π‘ 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. π Orange player = timing breaker. This is where the game starts feeling wrong. Late-looking touches still work. Weird challenges land. Bad ***** turn dangerous. π΄ 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: π¦ Blue: π’20 Stabilizer | π’24 Follow-up | π’28 Follow-up π¨ Yellow: π’21 Stabilizer | π‘112 Connector | π 164 Timing Breaker Prediction: π¦ 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: π¦ Blue: π’16 Stabilizer | π’40 Follow-up | π 176 Timing Breaker π¨ Yellow: π’23 Stabilizer | π’28 Follow-up | π’32 Follow-up Prediction: close. Yellow has the cleaner team. Blue has the dangerous timing breaker. If π 176 gets fed, Blue can bend the match. If the game stays clean, Yellow has the better base. This is the role pattern: π’π’π’ = clean team π’π’π‘ = clean team with sticky pressure π’π’π = clean team with one timing breaker π’π‘π = one clean player, one connector, one timing breaker π‘π‘π = sticky team feeding the timing breaker π π π = awkward timing lobby π΄π΄π΄ = survival lobby The repeated clean ladder looks like this: π’16, π’20, π’21, π’22, π’23, π’24, π’28, π’32, π’36, π’40, π’44, π’60, π’64, π’72, π’80. The sticky and awkward layer looks like this: π‘100, π‘112, π 164, π 176, π 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 βnormalβ 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: πΆ exact ping number π’π‘π π΄ color band β band-safe movement π fixed ping π grouped ping π one side clean, one side mixed π lowest green stabilizer π yellow connector π orange timing breaker π red survival pressure π₯ party stacks π· clan tags π€ bot-like movement β‘ instant challenges π― perfect second touches π weird recoveries π« teammate denial π server region π match time π₯ replay πΈ 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, βrandom rankedβ stops working as an excuse.
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Tony (@The_LastLeg) reported@RocketLeague fix your matchmaking you fkn dweebs Iβm getting kids that play like bronze and Iβm D2. Useless devs.
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kino (@kiinogre) reported@TekkrohRL @RocketLeague @AlphaKep Fr tho anti cheats wonβt fully stop the issue but itβs definitely going to discourage it and eventually the buying market for botting will lessen over time. Thatβs my guess
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AJHP (@AJHP_) reported@AlphaKep @RocketLeague I get having hope but we knew it wasn't gonna fix anything and it wasn't gonna be long after tell the cheats get updated. Just gotta accept the fact that these bots are here and not going anywhere.
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Chris (@Chris24385146) reported@RocketLeague FIX THE ******* MATCH MAKING!!! I'M TIRED OF PLAYING AGAINST A TEAM WHERE 1 PLAYER IS 3-5 RANKS HIGHER THAN ME, SO HE CAN CARRY HIS 5 RANK LOWER PLAYER UP!!!
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ΨΉΩΩΨ΅ΩΩΩΩΩΩΩΩΨ± (@ASF17_) reported@RocketLeague What About Regions Problem? We need to play without servers problems ! Ping in Middle East is 150 Its so far ! & when i go to india sometimes 60ms sometimes 170! Europe is 115-120 Please fix it we cant enjoy the game like Beforeπ
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Sean Crockett (@SeanCrockett4) reported@SteveBermRL @scrockettman @RocketLeague I know bro, console, but I shouldnt have to worry about what mods the opposing players are using. I have to literally change my game to sitting in the goal bc of macro/auto flick and 5050s combined with lag mods. Auto demo, auto correcting shots, more....they control console
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Pabu (@Pabu_rl) reported@TwitchRubencit1 @RocketLeague @EpicGamesES I've been attacked by bots and DDoS attacks so many times. Any company that doesn't deal with trolls should be fired. You don't understand anything.
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KC Daniel (@BrawlStars26303) reported@RL_Status @RocketLeague @RocketLeague_FR Rocket League, remove EAC, it's useless. Just reinstate Bakkesmod and that's it. There are still bots and DDoS attacks, it's pointless.
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(Sked) (@NickJuskewycz) reported@AlphaKep @RocketLeague EAC has huge issues in a vast majority of PvP games. Sorry man. We lost Bakkesmod for nothing
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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