Rocket League Outage Map
The map below depicts the most recent cities worldwide where Rocket League users have reported problems and outages. If you are having an issue with Rocket League, 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.
Rocket League users affected:
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.
Most Affected Locations
Outage reports and issues in the past 15 days originated from:
| Location | Reports |
|---|---|
| Le Passage, Nouvelle-Aquitaine | 1 |
| Livry-Gargan, Île-de-France | 1 |
| Beaupréau, Pays de la Loire | 1 |
| Nottingham, England | 1 |
| Paris, Île-de-France | 3 |
| Saint-Michel-sur-Orge, Île-de-France | 1 |
| Le Mans, Pays de la Loire | 2 |
| Hannover, Lower Saxony | 1 |
| Prévessin-Moëns, Auvergne-Rhône-Alpes | 1 |
| Frankfurt am Main, Hesse | 1 |
| Lyon, Auvergne-Rhône-Alpes | 1 |
| Léguevin, Occitanie | 1 |
| Beauvais, Hauts-de-France | 1 |
| Ancona, The Marches | 1 |
| Milan, Lombardy | 1 |
| Vauréal, Île-de-France | 1 |
| Nancy, ACAL | 2 |
| Marseille, Provence-Alpes-Côte d'Azur | 1 |
| Leipzig, Saxony | 1 |
| Roanne, Auvergne-Rhône-Alpes | 1 |
| Berlin, Berlin | 1 |
| Valmontone, Latium | 1 |
| Comblain-au-Pont, Wallonia | 1 |
| Boulogne-sur-Mer, Hauts-de-France | 1 |
| Bebedouro, SP | 1 |
| Misterbianco, Sicily | 1 |
| Veen, nb | 1 |
| Blotzheim, ACAL | 1 |
| Salvador, BA | 1 |
| Châtelet, Wallonia | 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.
Rocket League Issues Reports
Latest outage, problems and issue reports in social media:
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Anthony Brewer (@Anthony04287249) reported@FortniteStatus Please fix the STW matchmaking trying to get the free Jess skin impossible, why make it free to play and it's worthless now wow, and **** my cars I bought and grinded in rocket League every rocket pass to get, you all are losing me and my daughters fast
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nero (@yznero_) reportedHi I have an issue, I bought 1100 credits on Rocket League, for 10 dollars, an I got them, but I payed 30 dollars in the bank, from playstation, (a playstation issue not Rocket League) and i only did 1 purchase, didn't even get 3300 credits for the triple purchase @PS_Support_US
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vetrasi. (@vetrasirl) reportedOver 1 year later and ts still isn’t better. Falling ranks daily (Was Plat 3 now Gold 1), matchmaking still PISS POOR, servers still lacking any strength. @RocketLeague fix your ****
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Ryan T (@ryant_147) reportedAnyone else experiencing problems with rocket league? Game crashing, very choppy? A few of my mates and me have come across this. #rocketleague #epic
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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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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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Wya? (@pk__l) reported@RocketLeague yeah it’s time for you guys to lock in and fix your crippling of a dying game
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Storm🇨🇦#SELLTHETEAM (@BrunosEspresso8) reported@TekkrohRL @RocketLeague @AlphaKep Anti cheats never fully stop a problem
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Damon (@damon_rl) reported@rafasantoss17 @RocketLeague its a ui bug do you realize how easy it is to fix a ui bug a 5 year old can fix a ui bug
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TaeBaby (@TaevonDavion) reported@landsead12 @RocketLeague The problem is how long it took for this to happen. But you make a point as well. I guess we’ll see how it goes…
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_ (@wirelessshrimp) reported@Ironlucaaa @XVIIKvrt @RocketLeague As long as there’s no trading in the game I don’t see a reason why old popular rocket pass items shouldn’t come to the shop after a set amount of time. It would make money for Psyonix and it’s not like there’s a market to crash
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Chris Schultz (@ChrisSchultz190) reported@czudo_ @RocketLeague Anti cheat doesn’t fix **** servers moron
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mau (@mauuu__14) reported@RL_Status Hi, my career data/stats in Rocket League aren't the same on the app and the website. There's a significant difference between the website and the game (goals, matches, assists, etc.). Can you fix this? Is it a bug?
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GGM1 Yota (@RocketYota) reported@Lethamyr_RL @RocketLeague Think a plugin could fix thi- Oh wait.
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Reset Filter (@Reset_Filter) reported@RocketLeague needs a server update already. Anti cheat making searches crash 🤡🤡🤡🤡