Uplance Monitor types Source / Steam

Monitor your Rust, ARK or CS2 server

Uplance sends a real A2S_INFO query — the same one the Steam server browser sends — and answers the challenge the way a game client does.

Free for 10 monitors · no credit card

The problem

Your server is in the browser one minute and gone the next, and the panel insists the process is up. A TCP check on the game port tells you nothing, because the query protocol is UDP.

By the time someone posts “server down?” in Discord, your regulars have already been gone for twenty minutes.

What the check looks at

  • A real query

    A2S_INFO over UDP on port 27015 by default, including the challenge round that newer servers require.

  • Players

    Current players against the maximum, so a slot leak or an empty wipe day is visible as history.

  • Map and game

    The map and game the server reports, which is how a failed map rotation shows itself.

  • Response time

    How long the reply took, with anomaly detection that learns what's normal for this hour of the week.

And the alert actually arrives

Most monitoring tools are fine until the one time the alert doesn't arrive. Uplance is built so that can't happen quietly.

  • Every alert is written to an outbox before it is sent, and retried for about fifty minutes. A restart doesn't lose it.
  • Once a week, a real test event is sent through every channel you've configured, and you're told which ones failed.
  • If the alert pipeline is in trouble, the dashboard says so — it isn't buried in a log file.
  • If the checker itself stops, the health endpoint returns 503 so an outside heartbeat can page you, and your status page says monitoring has stopped instead of showing stale green.

Common questions

Which games does this cover?
Anything that answers the Steam query protocol: Rust, ARK, CS2, Counter-Strike, Team Fortress 2, Garry's Mod, Valheim, Squad and most dedicated servers built on the Source or Unreal toolchains.
Which port do I give it?
The query port, which is 27015 on most servers and is not always the same as the connection port. Rust and ARK in particular often put the query port one above the game port, or well away from it.
Why not just check that the port is open?
Because a server can hold the port open and still refuse to answer a query — mid-wipe, stuck on a save, or out of memory. The query is the thing players actually depend on, so that is what gets checked.
What happens when a whole host goes down?
Mark your servers as depending on a monitor for the host. While it is down, they fold into one alert and one incident instead of paging you once per server.

Also monitored

Know it's down before your customers do.

10 monitors, 30 days of history, no credit card