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