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Ubisoft Connect

Ubisoft Connect Outage Map

The map below depicts the most recent cities worldwide where Ubisoft Connect users have reported problems and outages. If you are having an issue with Ubisoft Connect, make sure to submit a report below

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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.

Ubisoft Connect users affected:

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Ubisoft Connect is a digital distribution, digital rights management, multiplayer and communications service developed by Ubisoft to provide an experience similar to the achievements/trophies offered by various other game companies. The service is provided across various platforms (PC, PlayStation, Xbox, Nintendo, etc).

Most Affected Locations

Outage reports and issues in the past 15 days originated from:

Location Reports
Paris, Île-de-France 6
Sitten, VS 1
Creil, Hauts-de-France 1
Dieppe, Normandy 2
Villefranche-sur-Saône, Auvergne-Rhône-Alpes 1
Ciudad Jardín, MEX 1
Montréal, QC 1
Haguenau, ACAL 1
Val-d'Or, QC 1
Pointe-à-Pitre, Guadeloupe 1
Les Abymes, Guadeloupe 1
Rio de Janeiro, RJ 1
Bompas, Occitanie 1
Lanús, BA 1
Montaigu, Pays de la Loire 1
Hortolândia, SP 1
Fairfield, CT 1
Milan, Lombardy 1
Teresina, PI 1
Mejorada del Campo, Madrid 1
Rennes, Brittany 1
Champigny-sur-Marne, Île-de-France 1
Villeurbanne, Auvergne-Rhône-Alpes 1
Santa Cruz do Sul, RS 1
São Gonçalo, RJ 1
Isola Maggiore, Umbria 1
Lomé, Maritime 1
Aïn Kercha, Oum el Bouaghi 1
Tizayuca, HID 1
São Paulo, SP 1
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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.

Ubisoft Connect Issues Reports

Latest outage, problems and issue reports in social media:

  • offlinebots
    DOES IT HAVE OFFLINE BOTS? (@offlinebots) reported

    @Ubisoft Ghost Recon Breakpoint will die when you close the servers down... Ya know cos online only DRM

  • SEAGamethetic
    South East Asia Game Aesthetic (@SEAGamethetic) reported

    @Doonishsan @XilliaMainis Yes, it was made by Ubisoft Singapore. When Skull and Bones was in development, the game filled with internal issues both from goverment and Ubisoft which made a lot of people in Ubisoft felt sour

  • XinDead
    XÆN 🌹 (@XinDead) reported

    @Ilysomuch1000 @mrdaddyvondoom @itisscripted Yeah, it might not. But then why did people lose The Crew if Ubisoft hasn’t closed? Not owning your media is an issue that will only milk us as renters.

  • ChongWingk71066
    Chong Wingkong (@ChongWingk71066) reported

    @Lionel706666029 @KindredBlade Calling Western AAA studios "communist" is economically illiterate. EA, Ubisoft, and Activision don't answer to public collectives; they answer to Wall Street institutional investors, EBITDA targets, and quarterly shareholder calls. Corporate PR trend-chasing isn't "communism"—it’s risk-averse late-stage capitalism designed to protect market cap. ​Beyond the category error, lumping an entire hemisphere together is pure fallacy. Treating mega-corps the same as studios like Larian, CDPR, Warhorse, or thousands of standalone indies ignores the teams actually delivering deep mechanics, zero DRM, and consumer-first releases. ​Regional tribalism ruins consumer standards. A game isn't good because of where it was coded, and giving any developer a blank check just because they aren't "Western AAA" is how you end up accepting predatory monetization, broken optimization, and live-service bloat under a different flag. ​Judge the software on frametimes, physics, mechanical depth, and fair pricing—not culture-war buzzwords.

  • Freeeman_Gordon
    Al ex (@Freeeman_Gordon) reported

    @Dexerto "the inconvenience caused by this issue"!? This kind of behavior is just deeply rooted in corpo speak. Hey @Ubisoft let me spell it out for you: 'Please apologize, dear customer. We made a M-I-S-T-A-K-E."

  • CLADverse34
    CLAD (@CLADverse34) reported

    @paddysaidingbar That's a pretty big assumption. ShiftUp going public doesn't automatically mean the company is going to adopt ESG or DEI policies, and it certainly doesn't explain why this particular person was hired. He was hired for his 20+ years of experience in global games communications, including his work with PlayStation, Ubisoft and THQ. That's directly relevant to the position of Head of Global Communications. There's also a fundamental problem with the idea that ShiftUp would suddenly hire someone specifically to push DEI into its games: DEI-driven changes would run directly against much of the creative identity and design philosophy ShiftUp has built its success around. NIKKE and Stellar Blade are very deliberately built around their own visual identity, character designs and approach to fanservice. Why would ShiftUp deliberately undermine one of the things that distinguishes its products in the market? And being a publicly traded company doesn't mean investors suddenly dictate the creative direction of its games. Investors have financial interests in the company's performance. That doesn't give them unilateral control over character designs, art direction or narrative. So no, I don't find this surprising because I see no established chain of events here. There's a new employee with relevant communications experience. Everything beyond that, “he was hired for DEI,” “investors will demand DEI,” or “ShiftUp will change its creative identity”, is being assumed rather than demonstrated.

  • notmyfullname12
    Late Stage Capitalist (@notmyfullname12) reported

    @InveighYT Bungie genuinely has some of the worst consumer practices in gaming, even including companies like e.a and ubisoft. Also bungie is the reason that everything in gaming was just live service slop for the last few years. Destiny is my favorite game, but bungie harmed gaming A LOT.

  • HaileSelasie13
    Songanta (@HaileSelasie13) reported

    There’s a version of the digital future that I don’t think people take seriously enough because nothing about it looks dystopian while it is being built. It mostly looks convenient. Games download instantly. Software follows you between devices. Your photos live in the cloud. Cars get new functions through updates. Accounts remember everything you purchased years ago. All of that is genuinely useful, but somewhere along the way, ownership started changing meaning. A lot of digital products no longer really end at the moment of purchase. They continue depending on authentication servers, publisher accounts, DRM, cloud infrastructure and databases that sit completely outside your control. That sounds like a technical distinction until one of those dependencies disappears. Ubisoft already showed what this looks like with The Crew. People had paid for the game, but once the servers were shut down the purchase itself wasn’t enough to keep the product alive. California now literally requires companies to be clearer when the “Buy” button is actually selling a license rather than permanent ownership. Europe has had to debate whether publishers should be allowed to make purchased games completely unusable after support ends. None of these stories are particularly dramatic on their own, but together they point in a strange direction. We’re building a world where ownership increasingly depends on somebody else continuing to recognize it. And cybersecurity makes that arrangement even more interesting. Take a company like Rockstar. Whatever anyone thinks about the recent GTA VI situation, this is one of the most valuable entertainment projects on earth, controlled by a giant publisher with serious security infrastructure and an enormous financial incentive to keep unreleased material private. Yet even companies operating at that level still suffer breaches, leaks and internal security failures. That doesn’t mean someone is going to break into Steam tomorrow and erase everyone’s library. Large platforms have backups, audit trails and redundancy precisely because they understand that risk. What bothers me more is the architecture underneath it. The same centralized system that makes it possible to restore your entire library after buying a new PC is also the system capable of deciding whether that library exists for you at all. Usually that power is useful. Sometimes it is necessary. But once enough of our lives depend on these systems, the distinction between owning something and being continuously authorized to use it starts getting blurry. And gaming is probably just the easiest early example because we notice immediately when a game disappears. It gets more uncomfortable when the same logic moves into cars, appliances, professional software, personal archives and devices whose physical hardware we actually paid for. The darker version of this future probably won’t arrive through some cinematic cyberattack where everything switches off at midnight. It would be much less obvious. A feature here becomes account bound. Another product requires permanent authentication. An old service closes. Something stops receiving updates. A company changes its terms. A platform decides a ten year old product is no longer worth maintaining. Twenty years later everyone is still surrounded by things they technically purchased, but fewer of those things can function without permission from infrastructure they do not control. Maybe regulation stops that trajectory. Maybe consumers eventually start demanding offline fallbacks and stronger ownership rights. Maybe companies themselves realize that permanent access is a selling point. Nothing about the direction is inevitable. But I do think we should be paying attention while the meaning of “buy” is still being rewritten, because once an entire economy is built around conditional access, changing it afterward will be much harder. At what point does a product stop being something you own and become something you are merely allowed to keep using?

  • aakashgupta
    Aakash Gupta (@aakashgupta) reported

    The studio that just redrew its bird got kicked off the PlayStation Store five years ago. Today it's worth eight Ubisofts. December 2020. Cyberpunk 2077 ships so broken on consoles that Sony removes it from the store entirely, something it had never done to a release that size. CD Projekt refunds 30,000 copies and the stock loses 75% of its value. Most studios never recover from that. CD Projekt spent three years patching the game for free, put $84.5M into the Phantom Liberty expansion, rebuilt the whole progression system in update 2.0, and let the Edgerunners anime pull in a new generation of players. The scoreboard as of this summer. Cyberpunk crossed 40 million copies sold. Phantom Liberty, a $30 expansion, sold 10 million. The Witcher 3 sits at 65 million and keeps selling. Now the comparison that makes the logo news interesting. Ubisoft has shipped close to 400 games since 1986 and trades around $850 million. CD Projekt has shipped about a dozen games in its entire history and trades at $6.6 billion. Four hundred games versus twelve. The twelve are worth eight Ubisofts. One more thing about the bird. It was never a cardinal. It's a raróg, a falcon from Slavic folklore that's born out of fire.

  • PorqueQuince
    HorseyNight (a shy gamer) (@PorqueQuince) reported

    @BethesdaStudios Yes to the virtual keyboard crash on the Steam Deck and that's it. Creations are problematic because plenty of them mean more singleplayer microtransactions like Ubisoft does. Optional, yes, but still heavily promoted

  • Kruzadar
    Kruz (@Kruzadar) reported

    Ubisoft updated Far Cry 4 to force you to launch and login to the Uplay launcher online to launch the game through that instead of just launching via Steam. The game came out in 2014. I've never launched the game online nor did I have to do any of this prior to the update 🤬

  • Izzywasabii
    cesa (@Izzywasabii) reported

    @bonzajplc @Sosowski Maybe it's someone who WAS part of the mass layoff that just happened and they decided since they're not working for ubisoft anymore they'd stop what theyre doing and it was the exact task of uploading the game files lmfao

  • FPSBoomerYT
    FPSBoomerYT (@FPSBoomerYT) reported

    @SinfyVibes @WARDOGS I didn’t follow XD closely and I don’t remember all the nuances but the game entered during an absolutely brutal market, had technical and gameplay issues, progression systems lacked and Ubisoft was under tremendous financial pressure.

  • SomeSillyGoosy
    𝐒𝐨𝐦𝐞𝐒𝐢𝐥𝐥𝐲𝐆𝐨𝐨𝐬𝐲™ (@SomeSillyGoosy) reported

    @TrillBill478 @Gen3D_Tech @vinibytez Then they should implement input based matchmaking so mouse & keyboard players just play together and as controller players and problem solved. Xdefiant did it and it was fantastic but unfortunately Ubisoft are just ***** ******* and dropped support for it.

  • Epkon406
    Jeremy Cartwright (@Epkon406) reported

    Why are you guys complaining when the game don't release until 2027? Its not even something ill be playing. but yea I agree with you all with Ubisoft being a big joke. I have a good majority of the PC catalog. And some of those games had horrible bugs that took years to fix! Some were game breaking.

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