Service status
The real state of services and the portal's module registry.
Live check
DatabaseOperational · latency 9 ms
Sign-upOpen
Service emailsNot connected
Online membership paymentNot enabled
Module registry
Every module is marked with its actual state. A description or an application form is never presented as a working service.
| Accounts and sessions 18+ sign-up recording the accepted terms versions, sign-in, sign-out, password change, session management, sign-in rate limiting. | Works |
| Gaming passport and reputation Profile with match and tournament history, rank and a reputation score from dispute outcomes. | Works |
| Teams Owner, captain, invitations, role transfer, logo and banner; player transfers from other teams of the same game with the consent of the player and their team, a 14-day dispute window and a public roster history. | Works |
| Team finder Looking-for-team and looking-for-group posts by game, region, roles and languages; up to three vacancies per team, an accepted application adds the player to the roster; a post lives 30 days. No stakes, no paid advantage. | Works |
| Scouting Search over public profiles: game, country, quick match rating, a looking-for-team post, activity; saved filters and a private watchlist. A player is not told who watches them; a private profile leaves search and every list. | Works |
| Clans, clan wars and seasonal ladders A clan brings together players of different games: owner, officers, invitations. A clan war is a Bo1/Bo3/Bo5 series with lineups of 1–6 players: challenge, answer, one side's score confirmed by the other, disputes decided by the portal team. A seasonal clan ladder per game (Elo, a season is a quarter) and a seasonal players' table from quick match rating. | Works |
| Partner API, webhooks and widgets API keys of an organising space (only a fingerprint is stored, 120 requests a minute), reading tournaments, participants, matches and standings; webhooks on tournament status, registrations and matches with HMAC signatures, replay protection and retries; bracket, registration, standings and calendar widgets for an iframe; documentation on the Developers page. | Works |
| Venues and QR passes Venues of an organising space are published once the portal team confirms their address and status; a new address sends them back for review. A tournament at a venue gives participants a QR pass (from 3 hours before the start to a day after), a venue issues guest passes for up to 7 days; a pass admits once, and reused, expired, revoked passes and passes of withdrawn entries are refused; online verification and provisional offline scans with server reconciliation are available; every entry is logged. | Works |
| Organiser spaces and co-organisers Owner, administrator and referee roles; per-tournament co-organisers; country restrictions. | Works |
| Single and double elimination Byes for top seeds, losers bracket, grand final and bracket reset; seeding by manual seeds, then XP, then registration order. | Works |
| Round robin and Swiss One or two legs; Swiss pairings by points without rematches and rule-based byes; draws at the organiser's choice. Buchholz, Median Buchholz and Sonneborn-Berger tie-breaks (MV-STANDINGS-1, MV-SWISS-1), settings frozen at the start. | Works |
| Multi-stage events: groups, leagues and playoffs Snake-seeded groups → a playoff (single or double elimination, or a gauntlet); round robin or Swiss → a playoff of the top N. Playoff seeding by group place keeping group-mates apart in round one, round dates by interval, the main stage locked once the playoff starts (MV-STAGES-1). | Works |
| Gauntlet (stepladder) Up to 16 entrants: the lowest seeds play first, each winner climbs to the next seed, the top seed plays only the final; places are unique. | Works |
| Bo1–Bo7 series and points by level Series length and points are inherited: tournament → playoff → lower bracket → group → round or stage → match; series scores are checked against the wins needed, and a referee may change one match before its result (MV-SERIES-1). | Works |
| FFA: lobbies with placement points Snake-seeded lobbies, several games per round, placement and kill points, the best of each lobby advance to a final lobby; referees enter versioned results, games can be disputed, the next round waits for decisions (MV-FFA-1). | Works |
| Registration review, admission, questions and rosters Approval or rejection with a reason, a registration deadline, admission criteria (confirmed email, account age, XP and matches in the game — for every roster player), up to five questions (answers visible to organisers and referees only), roster lock and organiser substitutions with history. | Works |
| Circuits and seasons Cumulative weighted points, qualification to finals, divisions with promotion and relegation, frozen season history in the gaming passport (MV-CIRCUIT-1). | Works |
| Templates, ratings, cloning and safe regeneration Tournament templates with categories, statistics and participants' ratings from real events; participants rate an event within 30 days; copies into drafts; regeneration of a bracket, round, groups, playoff or lobbies only before the first result; structure preview before the start; the tournament's history from the log. | Works |
| Leaderboard tournaments Stat weights, best-of-N, submission window, KDA and kills tie-breaks, review of implausible lines (not anti-cheat). | Works |
| Game Day, schedule, results and disputes Game Day screen: the player's current events, opponent, time, readiness, lobby, format, evidence and the way forward, with the current state explained and the one action available; calling the referee to a match with a reply (one open call per side; an unanswered repeat escalates); the event's incident queue with priority, assignee and escalation to the space's owners; match pause; a documented reason for decisions against a reported score; correcting a decided match after later matches were played, with the consequences previewed and the affected matches replayed; map veto by the event's pool and the series length (MV-VETO-1). Report, confirmation, match check-in, referee decision, no-show after a grace period, disqualification, versioned correction, disputes of decided matches; venues, placing a round on venues in waves, moving a round and shifting the schedule with notifications, overlap checks for venues and entrants, across tournaments too (MV-SCHEDULE-1). | Works |
| Standings, rankings and awards Final placements from confirmed matches; ranking titles are first places of completed events; a winner's award in coins is set by the operator and paid once per champion. | Works |
| Progression: XP, ranks, objectives, season pass Credits only for confirmed activity, never twice. | Works |
| Coins and cosmetics Coins with no cash value: never bought, withdrawn, transferred or staked. | Works |
| 1v1 challenges and quick match with parties No stakes; quick match pairs only real players from the queue — one on one or parties of the same size up to five (MV-MATCH-1). The match exists after every player confirms a 90-second ready check; declining or not answering closes the queue for a while, players who confirmed keep their place. A rating per game with history (MV-RATING-1) changes only through quick matches. | Works |
| Referral programme One code per account; the referrer is rewarded after the referee's first confirmed match. | Works |
| Images: logos, banners, evidence PNG, JPEG, WebP with signature checks and limits; evidence is visible only to the match's participants and referees. | Works |
| Fair play: reports, sanctions, appeals Report → review → a measure with the rule and its version, evidence (digest in the decision log), a confidence level and reasoning; a protective hold of up to 72 hours only during a review; one appeal within 14 days, decided by another staff member (MV-CONDUCT-1). The public trust page shows the rules and anonymised counts only. | Works |
| Control centre and MFA Staff access with a second factor; nine roles by duty, each sees only its sections, checked on the server; step-up for sensitive decisions; hash-chained log; a staff view of a private profile is marked and logged. | Works |
| Streams, recordings and overlays The organiser assigns a stream or recording to the event or a match after confirming the rights to show it; the match's players are notified. Twitch and YouTube play on the portal only after a click. Media: events under way, schedule, recordings; no viewer counts. OBS overlay and JSON: score from the match record, official or reported. | Works |
| Messages from the portal team Operational and marketing messages to a segment of accounts (audience, game, country, activity) with a notification and a page in the portal. Marketing only with consent and at most 2 in 7 days; every recipient has a delivery status and openings are counted. Not sent by email. | Works |
| Feature switches, maintenance and status The infrastructure role switches off new starts by feature without a release and turns on maintenance with a banner; changes are logged. Status panel: database, queues, delivery errors, incidents, the scheduled job, presence of settings without values. | Works |
| Membership applications and invoices Separate states for application, invoice, payment and membership; accepted terms are versioned. | Works |
| Partner and direction applications Stored in the database and routed to the administration work queue. | Works |
| In-portal notifications Invitations, matches, results, disputes, challenges, awards, invoices. | Works |
| Data privacy Profile visibility, personal data export, separate marketing consent, account deletion with anonymisation. | Works |
| RU / EN interface Localised routes and switching language on the same page. | Works |
| Chains of three or more stages For example Swiss → groups → playoff: up to three stages in rounds between the main stage and the playoff, each filled from the final table of the stage before, a stage locked once the next starts, places by the stage an entrant reached (MV-STAGES-2). | Works |
| Academy and coaches A coach is published after the portal team verifies the experience; programmes by game and level; a training request reaches the coach's queue; sessions without overlaps and in the calendar; progress records keep observation, recommendation and measurement apart. The portal takes no payment for sessions; AI reviews and school programmes are in development. | Works |
| Venue map The map and list share name, game, type, country and city filters. Organizers supply entrance coordinates and games; changes require review. The map loads on request without asking for the visitor’s location. Venues without coordinates remain in the list. | Works |
| Clubhouse: events, stations and entry Opening hours, conflict-checked bookings, free events, RSVPs and waiting lists. Offline scans are provisional: the server checks revocation and reuse on sync. A verified venue is required; the map shows reviewed coordinates. | Works |
| Gamer dating 18+ Separate consent, preferences, discovery and mutual matches, private messages, blocks and moderation. Ranking by confirmed gaming results requires both members to opt in. Optional nearby discovery uses a rounded location for seven days and a 25–250 km radius. Voice and video are implemented; public calls require a configured relay. | Works |
| Pass: missions and gifts Daily, weekly and seasonal missions, game preferences, history and replay-safe rewards. Gifts require declared inventory at verified venues, reservations and collection codes. | Works |
| Email confirmation and account recovery Code is ready: single-use expiring links and a retried email queue. Requires an email service (Resend or SMTP). | Requires connection |
| Online membership payments Card payments are prepared through Maximus Sports under an internal agreement with MAXIMUS VEGAS L.L.C-FZ. Activation requires a verified connection and approved offer terms. | Requires connection |
| Game publisher integrations Requires approved access and keys (Riot RSO, Steam, PUBG API, etc.). Until then, manual verification with evidence. | Requires connection |
| Sign-in with Google, Steam, Epic Requires registered apps with each provider. The buttons are not shown until sign-in is real. | Requires connection |
| CS2 server contour Provisioning, RCON, demos and match recovery run on separate infrastructure. | Requires connection |
| White-label domains Partner's own domain and branding. | Requires connection |
| P2P Cloud Gaming Reviewed hosts, session allocation, WebRTC, Arena input, connection metering, key revocation and a Linux agent are implemented. Operating machines, a relay and GPU/game compatibility acceptance are required. Dedicated server management is listed separately. | Requires connection |
| Dedicated game servers Node and template review, resource and port reservations, schedules, controls, team roles, private logs and backups are implemented. Operation requires a verified Linux node, an authorised game image and network acceptance. Paid rental is disabled. | Requires connection |
| Verifiable statistics and Web3 Signed intake with player consent and source review, record confirmation, private exports and integrity checks work. On-chain anchoring requires a deployed contract and RPC; bought coins, withdrawals and paid game entries are disabled. | Requires connection |
| Clips, highlights, co-watch reviews and creator profiles Additional media features; streams, recordings and overlays are listed separately as working. | In development |
| Group communities, discussions and voice With moderation and limits for minors. | In development |
| Shop and marketplace Real orders and confirmed goods only. | In development |
| Sponsor workspace and partner sandbox Sponsor campaigns and attribution, a dedicated sandbox. API, signed webhooks and widgets are listed separately. | In development |
| AI assistants for players, organisers, coaches Act within server-side permissions; critical actions are confirmed by a human. | In development |
| Guardians, schools and wellbeing Versioned consents, time and spending limits, contact restrictions. | In development |
| Stat verification through publisher APIs PUBG: match telemetry with bot kills filtered out; CS2: demo parsing from match share codes. Separate work per game; keys live on the server only. | Research |
| Own anti-cheat and ML signals Real-time anti-cheat needs a game-side component and cannot be built by a website. Model signals trigger review, they are not proof. | Research |
| CCTV analytics for venue security Only with separate justification and permissibility. | Research |
| Pupil-reaction analysis Not applied to players: no conclusions about health, personality or honesty. | Research |
| ACEXIS identity A digital-solutions direction from the IP register; not a gaming product. | Research |
| AI sales analytics, personalised news and loyalty For partner programmes and permitted recommendations. | Research |