The Elder Scrolls Online Outage Map
The map below depicts the most recent cities worldwide where The Elder Scrolls Online users have reported problems and outages. If you are having an issue with The Elder Scrolls Online, 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.
The Elder Scrolls Online users affected:
The Elder Scrolls Online is a massively multiplayer online role-playing game (MMORPG) developed by ZeniMax Online Studios and published by Bethesda Softworks. Available for Xbox, Playstation and Windows.
Most Affected Locations
Outage reports and issues in the past 15 days originated from:
| Location | Reports |
|---|---|
| Paris, Île-de-France | 1 |
Community Discussion
Tips? Frustrations? Share them here. Useful comments include a description of the problem, city and postal code.
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The Elder Scrolls Online Issues Reports
Latest outage, problems and issue reports in social media:
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Gobby (@ag_gobby) reportedIt’s a Nexus-created problem (at least for Elder Scrolls). Modding IS complicated because of possessive mod authors. If something has dependencies or conflicts, mod packs are still prohibited so the user must spend hours resolving it. This was discouraged pre-Nexus **********.
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𝙱𝙻𝙰𝚉𝙴 (@KlNGOFH3LL) reported@scarlatahex // not Elder Scrolls, but.. i had Sauron from LOTR for a while, and had a Dragonborn under my service.. LMAO
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Dinnu daniel (@daniel_adinnu) reported“No, the roadmap is unaffected.” That’s Bethesda’s entire response when asked whether The Elder Scrolls VI would be delayed by Xbox’s layoffs, four words delivered to a YouTuber after Microsoft cut 1,600 jobs immediately and marked another 1,600 for elimination over the next year. Here’s the sentence that complicates it. The Elder Scrolls Online, made by ZeniMax Online Studios, a sister team under the same publisher, lost over 200 employees in the same round of cuts. Their own public statement wasn’t reassurance. It was an admission: “roadmaps we previously shared will be shifting.” Same company, same week, same wave of layoffs, and the two teams gave opposite answers to the same question. That’s not necessarily a contradiction. The Elder Scrolls VI’s team may genuinely have been protected while a live-service team absorbing over a hundred lost staff clearly wasn’t. But it does mean “the roadmap is unaffected” isn’t a statement about Xbox’s restructuring. It’s a statement about one specific team’s staffing, issued at a moment when a studio one floor over was saying the opposite about theirs. Current and former staff have reportedly told IGN they expect delays, crunch, and heavier reliance on contractors unfamiliar with Bethesda’s internal tools regardless of what the official line says. Bethesda’s statement answers the question it was asked. It doesn’t answer the one everyone’s actually worried about.
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Tsurugi Smile Protector 🎼 ⏳️🗿 (@justhereforvt) reportedIf their work was as good as they claimed it to be, they'd have no issues finding jobs at other game companies. Also, in actually interesting news, Elder Scrolls 6 is in a "playable" state just based on this headline.
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Graham Smith (@SuperSmithBros) reported@St1ka @nameresu Again, if we look at actual development time its more like 8 years. They also arent forcing larger budgets and dev times on other devs at all. There are probably 4 or 5 franchises in total that do this. Elder Scrolls, Cyber Punk, Witcher and Rockstar games. Cyber Punk also made the mistake of releasing too early (which cost them dearly). I have no problem with that for these franchise (although elder scrolls is dragging and potentially because Bethesda track record isnt what is once was). Literally every other franchise does things differently... The ones that do it yearly burn out and lose customers from repetition. Other devs focus on more unique experiences. Each to their own.
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Chonkiest Chonk (@ChonkiestChonks) reported@thecathguy I would have thought the whole magic thing would be the issue. You can actually launch fireballs and lightning bolts in Elder Scrolls unlike in real life. If we could do that in real life there would be no atheists here either. It's the fact we can't that atheists exist.
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Ümit ATASEVEN 🇹🇷 (@gececi53) reported@BethesdaSupport @TESOnline It is disgraceful that a major gaming studio hides behind automated bots, refusing to provide a human review or basic accountability. You gladly take players' money, but the moment an issue arises, you lock them out and throw away the key. Completely unacceptable!
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BRAP (@BRAP_Podcast) reported@shapeformer You and others are conflating two different things. Xbox using exclusives again and Xbox rebuilding its business around the traditional exclusivity driven console model. Look at Xbox's actual economics. Microsoft's FY26 results have shown gaming revenue declining, hardware revenue falling by more than 30% year over year in consecutive reported quarters, and content and services declining as well. That's not a signal demonstrating that consumers want Xbox hardware at scale. And that decline started while they had exclusives. So if Microsoft has concluded that exclusives are the answer and is truly "going back to basics," why hasn't it actually committed its biggest franchises to that strategy? Right now they've only committed Gears: E-Day in 2026 and Clockwork Revolution in 2027. They've said more exclusives are planned, but they haven't announced this pipeline you're assuming exists. Matt Booty has actually described the approach as case-by-case. And here is where your Elder Scrolls and Halo argument loses traction. You're saying the next Halo and TES VI will be exclusive. Based on what??? A hunch?? Because Xbox hasn't announced either one as an Xbox console exclusive. Asha Sharma literally just talked about seeing a live playthrough of TES VI and praised its scale and story. That was a perfect opportunity to say, "And this will be a defining exclusive for Xbox." She didn't. If TES VI exclusivity is already part of this supposedly obvious return to basics, why hasn't Xbox said so? Why are you and others making a commitment on Xbox's behalf that Xbox itself hasn't made? The same applies to Halo. Until Microsoft announces the next Halo as console-exclusive, you're using your prediction of Microsoft's future strategy as evidence that the strategy already exists. That's called circular reasoning and it holds zero weight. And there's an economic reason for Xbox to remain flexible. Xbox hardware is declining substantially. Microsoft owns enormous IP with potential customers on PlayStation, Nintendo and PC. Making a game like TES VI exclusive means voluntarily giving up access to part of that addressable market in the hope that enough people migrate into the Xbox ecosystem at scale to compensate for it. That's a business calculation, not an automatic win simply because "exclusives sell consoles". Today the evidence shows a hybrid strategy. Two exclusives to give Xbox hardware differentiation, case-by-case decisions on single-player games, continued multiplatform releases, and multiplayer/live-service games remaining multiplatform. And your claim that most Xbox ports don't make their porting costs back still needs a source. That's a financial claim. Show Microsoft's costs and revenues for those ports. Otherwise you're treating another assumption as fact. Ultimately you're just arguing what you believe Xbox's strategy will become, "back to basics". Where I'm talking about what they're actually committed to doing and what they've communicated to investors.
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Bryan (@mononaut) reported@fentanylbrownie "ubiquitous" in elder scrolls games but never really seen it be such a problem anywhere else. Elder scrolls melee combat is remarkably unfun that bypassing it with sneak is the default way to enjoy the game.
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Youn (@younweb3) reported@lastchalice Kotor remake and Elder Scrolls VI dropping the same day is actually a glitch in the simulation, I'm never sleeping again.
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BlackFlamingo (@BlackFlamingo93) reported@Lord_Of_Shorvia @stormfall33 It's probably not gonna be another Starfield. The biggest problem of that game is the space setting. The combat is fine, the hand-crafted content is mostly decent.. the setting is underdeveloped, which isn't a problem for Elder Scrolls.
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Darth Flippant (@DarkFlipp) reported"Meow! You're not supposed to be in here, guards guards >:3 !" shouts @emiru The Imperial City is in some trouble, refugees from across Cyrodiil are FLOODING the area You see, the Oblivion gates re-opened But there's a problem "Where is the Hero of Kvatch? The champion?!" says a local peasant There was no main character... The gates kept opening It was hell on Nirn "We can't just let them in... We're already oversaturated!" Says the ENTP GRAND PROFESSOR @powdury , local researcher of everything social and magicka "And uhhh, well, it's slightly more dire than the situation back on Earth, but, **** em..." Says @Asmongold "The rules still apply, let no one in! We need to close those gates first!" Concludes ME the ENFP WARLOCK LEADER of the America First Shadow Cult situated inside the Imperial City in Elder Scrolls Oblivion
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Chroi (@Chroi90) reported@CS11__ I think the problem, is the hype. That'll happen when you take 12 years to come out with the next title. Elder Scrolls 6 will meet the same fate. Good lessons to learn, dont milk your IP to death on one title for an entire decade.
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Chubigans (@metatransformr) reported(nerd alert) what im working on right now is the interesting human-ai interaction problem of: > how best to author arbitrary types of canon/lore/level design/game worlds The way I think of your game's canon/world is as - A wiki - A graph - A database Collections of data with a schema and relations. for instance: - we need to be able to lay things out spatially like town / dungeon / maps - we need to be able to create arbitrary schemas for things in our game world such as monsters / players / factions We need to be able to link things together, for instance a certain NPC linked to a certain faction. So essentially you're creating a database of stuff for your game world. The problem is, no world builder i know uses a database perspective to author their world. They sketch things in notebooks, they "play", they just "vibe it out" So Im trying to figure out which abstractions I need to make (i.e. spatial, "entity", *thing*), so that we can "enter a game world" and author things naturally. Sometimes you're authoring in 3d, sometimes in 2d, sometimes in pure text. And then the AI translates your authoring intent to a diff on the database - Potentially, data schema diffs - also data diffs themselves - Image generations and sketches. The AI acts as a mirror "reflecting" the world back to you (like a DM) so you can follow a thread and work something out. Im still nowhere near where I want this app to feel - I want it to feel seamless to dive in and start envisioning your world. The objective function I am using is *simplicity* and *completeness* with which we can author the canon / data schemas of existing RPGs (i.e. elder scrolls, baldurs gate etc) - so I can allow my developer agent to "search" for possible UI/UX solutions to these problems. how do you author worlds?
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DS. (@Kreitoc) reported@TESOnline And the game is broken yet again.