Every endpoint we probe answered normally.
| Endpoint | Result & response time |
|---|---|
| Web API | Operational · 452 ms |
| Store | Operational · 167 ms |
| Community | Operational · 662 ms |
Measured by us. Counter-Strike 2 publishes no status feed of its own, so we call its public endpoints from our own server every five minutes and print what came back, including the response time. That is a measurement, not a company statement, and we would rather label it honestly than dress it up as official. Independent monitor, not affiliated with Counter-Strike 2.
As of the timestamp on this page: Login and matchmaking run through Steam — all endpoints responding normally. Counter-Strike 2 publishes no status feed of its own, so we measure it — we call its public endpoints every five minutes and report whether they answer and how fast.
We probe the endpoints the client itself depends on and time each response. That tells you whether the service answers from our server in Europe. It is a measurement, not a company statement, and we label it that way rather than dressing it up as official.
Our probe runs from one place. Outages are often regional, or hit login while the store stays up. Read the endpoint table on this page: if one component is slow and the others are fine, that usually points at a partial fault rather than a full outage.
Counter-Strike 2 authenticates and matchmakes through Steam. When Steam's login or community services fail, the game fails with them, even though the game servers themselves may be fine. That is why we track the dependency rather than pretending to measure something we cannot see.