Realm Status

Real-time monitoring of Sanctuary nodes.

International

Operational
Uptime
97.58%
Players
54
Version
v1.7.6

International

Online 77 ms

Europe

Offline

Americas

Offline

Service Incidents

Last 90 days of availability across login, world join, and game services.

97.58% uptime
41 events in window
Operational Degraded Outage
Last 90 days Today
Jul 12 Outage
Issue resolved. Monitoring remains active.
Jul 11 Outage
Issue resolved. Monitoring remains active.
Jul 4 Outage
Issue resolved. Monitoring remains active.

System Logs

Current Infrastructure:
Player traffic enters our dedicated edge gateway and is securely routed to core game services.
Critical services run on high-performance dedicated compute and storage.
  • Dedicated AMD Ryzen 9 6900HX class node for gameplay and session stability.
  • 32GB LPDDR5 memory and 1TB NVMe storage for sustained load handling.
  • 1,000Gb bandwidth backbone allocation for peak-hour resilience.

Monitoring: Service health is sampled automatically and reflected in this status page timeline.
Just Now Queue: backlog rising, scaling workers to 0
1m ago RiftService: Greater Rift level 0 authorized
4m ago LoginService: session established for Kulle
9m ago Season: cache warmed for leaderboard Deckard

Latest Update

v1.7.6

Update: Tesla Towers Full Implementation & Destructible Environment Mechanics

2026-07-12 00:14
  • Authentic Tesla Integration: deployed the TeslaTower.cs engine subsystem, fully mapped via unique asset identifiers to handle all 8 elemental variants (including Fire, Lightning, Ice, Projectile, and Cold/Fire/Poison minion spawners).
  • NavMesh Collision Blocking: towers are no longer simple background visual models. They now strictly enforce physical pathfinding constraints (CollFlags=1), properly blocking line-of-sight and navmesh movement for players and monsters alike.
  • Destructible High-Fidelity Stats: transformed towers into targetable, vulnerable, and killable entities backed by a real baseline health pool (4000 HP). They can be targeted by skill triggers and cleanly de-allocate from memory upon destruction.
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