Ubisoft Connect status: server issues and outage reports
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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).
Problems in the last 24 hours
The graph below depicts the number of Ubisoft Connect 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 Ubisoft Connect. 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 Ubisoft Connect users through our website.
- Sign in (70%)
- Online Play (15%)
- Glitches (10%)
- Matchmaking (2%)
- Game Crash (2%)
- Hacking / Cheating (0%)
Live Outage Map
The most recent Ubisoft Connect outage reports came from the following cities:
| City | Problem Type | Report Time |
|---|---|---|
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Online Play | 2 days ago |
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Sign in | 4 days ago |
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Sign in | 4 days ago |
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Online Play | 8 days ago |
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Sign in | 9 days ago |
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Sign in | 9 days 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.
Ubisoft Connect Issues Reports
Latest outage, problems and issue reports in social media:
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no arms and no legs (@noarmsandnolegs) reported@Elvick @JeremyJemery Yeah but there’s a thing: Activision isn’t Ubisoft, and theses companies MAYBE haven’t the same numbers goals. Crash sold over 20 million, they logically chose Crash instead of Spyro for the sequel.
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Bt-7274 (@Dimah_bA) reported@barines_beard09 @Ubisoft You will like live service slop
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Aelita 🏳️⚧️ (@Aelita_LL) reported@al_tyme I did, uplay sucks, I wasn't defending it. I'm pointing out how Valve is a monopoly and is able to use it's current power to make sure it's always the best service cause if anyone else tries to do better they stop it with their influence.
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🔎🕵️♂️Floki, P.I🕵️♂️🔎 (@Floki_Vt) reportedAll this tells me....Ubisoft didnt actually learn the issue that caused the Yasuke backlash... Sad ultimately.
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Jekam Videlek (@JekamVidelek) reported@Saboogus People complain about random accounts on twitter but has no problem with whatever Ubisoft is doing?
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Playboi Carti Fan 67 (@Hellagayguy67) reported@Rainbow6Game Ubisoft fix your game, why am I dropping down to ONE frame per second, why are my weapon skins just not appearing, and why have I been lagging horribly only on siege since this seasons started. FIX YOUR GAME
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Aceman67 (@aceman67) reported@theWellRedMage Steam is not a Monopoly The legal definition of a Monopoly requires that something be the sole source of a product or service. Since Playstation, Microsoft, Xbox, EA, Epic, Ubisoft, GoG and others exist, Steam, by definition, CANNOT be a Monopoly.
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VI Hero 🇻🇮 (@ViHero340) reported@rotflolmaomgeez @Gaming_bo3gg Once again bro you are truly acting like this game was the standards that was going to save Ubisoft when it's not You be solved needed multiple games to fix their issues and this game was not part of that case when it was. If it was a success or not it was not going to save
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sapnu puas (@hhaaddiidd) reported@UbisoftSupport why am I not able to login to ubisoft connect with my creds? it says there's an error but didn't mention what causes the error When I try to login thru the web, it says my account is blocked due to multiple failes attempts, like wtf and it has been 2 days
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TethisX (@TethisX) reported@goshjoshgames @Grummz @Ubisoft That POS has issues.
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Mikal (@mikkalmikky) reportedThe problem is: - Industry lobbyists get private face time with regulators just before a key decision - The consumer side SKG is sidelined - Ubisoft has direct skin in the game because their actions helped spark whole movement and is the biggest advocate for buying not owning
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Mason (@safehxld) reported@DjevnR6 @drajnyy @Ubisoft Gotta be a driver issue
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Omak🇵🇸 (@itsOmak_) reported@tulsidaskhan170 I wouldn't say Ubisoft has a similar problem imo Their problem is mostly face animations, especially outside of main cutscenes, they look very robotic
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Cool Guy™ 🌈✞🌛 (@ChurchOfMoons) reported@jonathan_w54573 @TequilaMan89 You're trolling. UbiArt was used for 4 games and the last 50 games Ubisoft has done are live service UE5 schlockfests lol
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Mia (@Calzonification) reported@v1bezz0 thing is ubisoft have basically said that rayman 4's existance is reliant on the success of legends retold. Activision never said that about spyro, all i remember activision saying was that after crash team rumble failed they no longer wanted to make platformers
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Glide (@Glideyk) reported@brndxix She is so incredibly broken and there legit isn’t a counter to her besides mute. Ubisoft going to hell for this
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***** (@LabiaPussyfurt) reported@Ubisoft hi Ubisoft!! I just wanted to formally submit a complaint on how **** your linking account service is on any game!!! Made me do a million recaptcha things then said to completely retry to login after I changed my password too!!! So congrats!! I GAVE UP! Good job!!!!!!!!!
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The Tonicmole🧐 (@TheTonicmole) reported@Dexerto Steam is the best service and dominates the market through competitive pricing and wide selection. That’s not a monopoly. Microsoft Store, PSN, GOG, Epic, EA Store, Ubisoft Connect…how many ******* options do people need?!
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Tamime-iwnl🇩🇿 (@TamimeR6) reportedWhat going on with cheaters today @Ubisoft fix ur fkng anticheat the game is just umplayable being D2 and losing against emerald cheaters and losing 27 points and winning 10 its just so boring
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she mac my wood until i fleet (@com_radical) reported@gwentandbolters @ForgetThatIdea @Master_Asmodai “i wonder why companies like ubisoft are broke now” ubisoft isn’t broke. they are losing money. they are losing money because they make bad games that don’t sell high enough to justify their budgets. the problem is you think the games are bad because they’re woke. you think that-
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Vinnyy (@vinnyyr6) reporteddokk is way too broken and annoying, casino is the worst map ever made. what was ubisoft thinking releasing her as is.
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Arkadikuss (@ArkadikussPL) reported@Microsoft @XboxPL @Xbox Funny how players can recover hacked accounts on Steam, Ubisoft, EA, and almost every other platform - but not with Microsoft. How can a company behind one of the world’s biggest operating systems fail at basic account recovery? Why should players spend their hard-earned money on Xbox games if their library can be stolen and support cannot help them get it back? Yeah, no thanks. I’d rather risk breaking or losing a physical copy than ever buy a digital one from a company that cannot handle something as simple as restoring a hacked account. Fix your broken system. And this is the same company now asking users to verify their age to keep full access to Xbox features in the UK because of the Online Safety Act - and soon, in other countries. So Microsoft can demand ID, age checks, or extra verification from paying customers, but when a hacked account needs to be restored, suddenly account ownership becomes impossible to verify? _________________________ Na kanale niebawem będzie na ten temat dym, bo wkurwia mnie polityka "Nie mamy pańskiego płaszcza". No kurwa mać, firma, która jest gigantem w branży - nie tylko konsolowej - nie potrafi przywrócić konta prawowitemu właścicielowi, bo to "za trudne i niemożliwe". Ale hej - prześlij nam swój dowód, bo musimy wiek potwierdzić...
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Dilmat (@Dilemmazhits) reporteddokk is broken, and the new ranked system sucks. idk who at thought @Ubisoft this was a good idea. ranked is now impossible as a solo que player.
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RoOSTA (@Ro0STA) reported3. If the session owner and token giver STARTS an escalation and is then booted or kicked off your servers because of @Ubisoft, but then promptly RECONNECTS and the team later successfully complete the mission, why are the input tokens LOST? Another huge bug. Fix!
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Viral_Votarist. (@Viral_Votarist) reported@BikiniBodhi Even low ranks are full of cheaters. Ubisoft made ZERO effort to fix the biggest problem of all. Just played a copper 5 who aced 3 rounds!
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Danny (@danfarnsy) reported@SandyofCthulhu It's the same arrogance and contempt for customers that's ruined Ubisoft. I've several times been interested in their games, been about ready to purchase, and then stopped myself when I realized I'd have to sign into their separate account service.
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DoYou K Now The Brokeboi Insider (@wllmlew) reported@hoturn_ @titblister @Jamessmokeeee except a portal can't be played "everywhere". it's got to have wifi. and it's "cheaper" because it can't do half of what any other pc handheld can do. Portal can Remote Play from PS console Stream games (PS Plus Premium required, most expensive tier of the service) handheld pc can Remote play xbox console stream xbox games play games NATIVELY play steam games play GoG games play Epic Game Store Games play Ubisoft Connect games Play BattleNet games Play EA Play games do emulation
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Razgriz (@razgriiz) reported@Pirat_Nation The announcement that 007 First Light from IO Interactive has moved 2.2 million copies and generated around 150 million dollars in revenue after that 1.5 million unit first day surge is being sold as straightforward proof of a major commercial and critical win, yet when you actually sit inside the full set of facts including the reported development cost exceeding 200 million dollars across seven years of work the way these particular numbers are chosen and amplified and the exact language wrapped around them it becomes clear this is operating on the same gaslighting logic track that Assassins Creed Shadows followed where early positive signals were deployed to create an impression of overwhelming success broad embrace and vindication for the creative direction even as the deeper financial mechanics and eventual corporate behavior revealed a more calculated effort to control the narrative and buy breathing room rather than deliver an unfiltered account of how the release was truly landing. Start with the concrete sales picture itself because that is where the spin begins its work. IO Interactive announced 1.5 million copies sold inside the first twenty four hours which is genuinely the strongest opening they have ever recorded and beats the launch pace of any Hitman title they have shipped which matters because this is their first major original project outside that series in a long time and the James Bond license carries real name recognition that can drive day one purchases even from people who are only casually interested in the films. Steam data from analysts put roughly five hundred thousand of those units on PC alone generating something like twenty five million dollars there before platform cuts and the overall estimate now sits at 2.2 million total copies with 150 million dollars in revenue mostly concentrated on PlayStation 5 at around fifty five percent of the total. Those figures are real and they arrived quickly which is why the company and outlets covering the story are able to call it the fastest selling game in IO Interactive history and one of the stronger openings of 2026. At the same time the development budget has been reported at over two hundred million dollars which immediately changes the math because that number does not include the substantial additional spend on marketing a Bond title or any ongoing live support costs or licensing arrangements with the rights holders and when you factor in typical platform revenue shares that can run thirty percent or higher the 150 million dollars in top line revenue shrinks considerably before anyone even talks about actual profit or recouping the full investment. For a project this expensive many single player AAA releases need to reach lifetime sales well into the four or five million range or higher before they cross into clearly profitable territory especially when the goal is not just breaking even but funding sequels or studio growth and 2.2 million in the first week while respectable is still front loaded in the way almost every story driven game is with the biggest spike happening immediately and then tapering as players finish the campaign which in this case appears to be in the twelve to sixteen hour range based on how long to beat style tracking. The sharp drops in Steam concurrent players that some observers have pointed to as a crash are in reality the normal pattern for a completed single player experience rather than evidence of live service collapse and the majority of sales appear to be console driven where concurrent tracking is less visible anyway so the raw launch data does contain legitimate positives for a studio of IO Interactive size stepping out with a new IP flavored Bond origin story. The gaslighting enters through the specific way these numbers are framed and the loaded phrases attached to them because the press materials and coverage do not simply report the sales they actively construct a story of unqualified triumph and consensus. Phrases like overwhelming global enthusiasm broad appeal and successful execution of IO Interactive vision turn a solid opening into proof that any skepticism was misplaced and that the direction taken with a younger reimagined Bond has already been embraced at scale. The strong critic scores in the high eighties on Metacritic and around ninety on OpenCritic are repeatedly paired with the sales claims to create the impression that both professionals and the wider audience are aligned in celebration and that the game stands as one of the most successful releases of the year without qualifiers around what success actually requires for a two hundred million dollar title or how much of the revenue will ultimately remain after costs. This framing does not lie about the first day or first week movement but it selectively emphasizes the metrics that support the victory narrative while downplaying the budget context the front loaded nature of the sales and the difference between gross revenue and net profitability which is the same selective emphasis that appeared with Assassins Creed Shadows when Ubisoft leaned on player count milestones rather than direct sales figures and described performance as overperforming expectations even while independent tracking suggested more modest results in the low millions range and the company continued to face broader financial pressure and restructuring moves. In both cases the early positive signals are deployed not just to celebrate what happened but to lock in a public perception that makes later adjustments or quieter admissions of shortfall feel surprising or external rather than the predictable outcome of high cost ambitious projects in a market where many releases need sustained long tail performance to truly succeed. What makes this pattern function as gaslighting is the step by step way it shapes reality for the audience over time beginning with the flood of early positive data that establishes the game as a hit in the collective conversation then moving to the elevation of critic validation as evidence that the vision was correct and any pushback on tone casting or design choices is therefore coming from the wrong side of history followed by the use of that locked in success story to support real business moves such as partnership discussions or internal morale and finally the delayed moment when actual lifetime sales retention curves or studio headcount decisions reveal that the opening numbers while real did not automatically translate into the scale of victory the language had implied. During the first phases anyone raising the budget math or noting that 2.2 million units on a project this expensive is a promising start rather than automatic proof of generational dominance gets positioned as overly negative or out of step with the data and the critic scores and by the time corporate actions like targeted restructuring or scaled back plans appear the earlier triumphant framing has already done its work of making those outcomes seem like unforeseen shifts rather than developments that were always possible given the cost structure and market realities. Assassins Creed Shadows followed nearly identical steps with pre launch financial distress and controversy around its protagonist casting being met with strong defensive positioning that the game would deliver and post launch claims of strong player engagement being used to suggest the direction had been validated even as the overall company picture continued to involve cuts and the independent sales estimates remained more modest than the savior level performance some had hoped for. The effect in both cases is to make the audience doubt their own reading of the situation in the moment and then later feel the rug pulled when the business consequences surface without the earlier narrative ever being directly corrected. The incentives driving this approach are straightforward once you look at them without the marketing gloss because a studio and its partners have every reason to present the strongest possible version of early results in order to maintain momentum for future projects protect the perceived value of a major license like Bond and keep talent and external relationships intact during the uncertain period right after launch when true profitability is still unknown. IO Interactive coming off years of Hitman success has built a reputation for quality stealth action and this Bond title represents a significant expansion of scope and ambition so the pressure to demonstrate that the move has paid off quickly is real especially with Amazon and MGM involved in the wider ecosystem. At the same time the actual game appears to have landed well with both critics and players based on the Metacritic user scores sitting around eight point seven with strong positive percentages which suggests the quality concerns that sometimes accompany these high budget releases are not the primary issue here unlike some more contested titles where review gaps or player pushback were more pronounced. The spin is less about covering up a bad game and more about accelerating the conclusion that the commercial and creative bets have already been fully vindicated when the data so far supports a promising opening that still requires time and additional performance to prove it can carry the full weight of its production costs. This is why the pattern repeats across different studios and different levels of actual quality because the short term value of controlling the narrative buying time and shaping expectations often outweighs the longer term cost of eroded trust once gamers learn to treat first week victory laps as standard operating procedure rather than definitive proof. What ends up happening over repeated cycles is that the audience becomes increasingly attuned to watching what studios do after the initial wave rather than what they say during it because the gaslighting logic ultimately relies on the gap between the immediate celebratory framing and the slower arrival of full financial and operational reality. With 007 First Light the strong reviews and solid launch numbers give it a better foundation than some previous examples but the same structural pressures around high budgets front loaded sales and the need to justify ambitious scope remain in place so the question becomes whether the game sustains momentum through word of mouth sales periods and any post launch content or whether the trajectory follows the more common path of a respectable opening that does not automatically scale to the level the early language suggested. The comparison to Assassins Creed Shadows holds because both cases show the same mechanism at work where positive early signals are used to establish a story of success and broad acceptance that then makes any subsequent adjustments appear as surprises rather than outcomes that were always within the range of possibility given the costs involved and the selective way the data was presented from the start. Cooking through the entire sequence from the first day announcement through the revenue estimates the budget context the critical reception the normal single player player count behavior and the business incentives reveals a consistent pattern of narrative management that prioritizes short term perception control over complete transparency and that pattern is what makes the whole thing feel like gaslighting even when parts of the underlying performance are genuinely positive.
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SUCHAR SHARMA (@SucharSharma) reported@gerulis20 The companies try to use it like that in case of ubisoft. It is a voluntary service. They can choose not to sell on steam at all. But using steam and breaking its tos, charging it's users a premium to be on steam is anti competitive & then act like steam is the bad guy is wrong
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Cryobi (@Cryobii) reportedIt's been a long time since I've played it since I lost my last save (thanks for not adding cloud saves, Ubisoft) so I haven't really explored much of the content beyond that unfortunately. Also aside from the issue above, I love Rayman Legends and I look forward to that remake.