Status Monitor
Watch a website or game server and report outages
Watches services you care about — a website, an API, a game server — and posts to Discord the moment one goes down, and again when it recovers.
Turning it on or off
Every server chooses for itself — switch Status Monitor on or off from your dashboard, under Voice & Insights. When it's off: nothing will be checked and no outage alerts will be sent.
Setting it up
- 1
Add what you want monitored
Pick the check type that matches what you're watching — HTTP for a website, TCP/ping for a raw server, game for a game server specifically.
- 2
Set the check interval and alert channel
How often Hez checks, and where it posts when something changes.
- 3
Tune consecutive-failures-before-alert
Raise it if your service has occasional harmless blips you don't want to hear about every time.
- 4
Add a public panel if members should be able to self-check status
Optional, but cuts down on "is it down for anyone else" messages.
Check types
HTTP checks confirm a URL responds within an expected status-code range (and optionally that the body contains specific text), with configurable headers, redirect-following, and timeout. TCP checks confirm a port accepts a connection. Ping checks confirm the host responds at all. Game-server checks query a specific game's status protocol for player counts and online state.
Avoiding false alarms
A consecutive-failures-before-alert setting means one blip doesn't trigger a full outage alert — only a run of failures in a row does, which is what keeps a flaky network hiccup from paging your team for nothing.
Public status panels
Beyond the alert channel, you can post a live panel your members can check themselves — so "is the server down?" has a self-serve answer instead of landing in a support channel every time.
Commands
Tips & things people get wrong
- History retention is separately configurable from the check interval — a short check interval with long retention gives you a detailed uptime history to look back on.
- A game-server check needs the right game type selected to know which protocol to query — an HTTP or generic ping check won't understand a game server's actual status.