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PLAY TOGETHER

Live lobbies

Find your next map. Jump into the round.

Bot online

Updated Sep 29, 21:29 UTC · refreshes every 10 seconds

People here
2Across all four roomsPeak observed 16since Sep 28, 2026
Rooms open
4 / 4Pick a ruleset below
Current uptime
19h 41mThis uninterrupted run
Availability · 24h
100.00%Based on observed samples

Choose your room

Standard or Mania. There’s a round for you.

Yes! Yuyuyu * Yuruyuri (TV Size)

Nanamori-chu * Goraku-bu · Shiinoha's Insane

4.44★1:29
Playing~00:55 / 01:34
Join lobby

Difficulty follows the room. Keep the rounds flowing.

Difficulty 3.50–4.50★Map limit 3:00

Up next

Observed queue
  1. SoragotoASU · Conscience
    4.40★
Room settings
Difficulty mode
Automatic
Active difficulty
3.50–4.50★
Base difficulty
3.50–4.50★
Minimum players
1
Countdown · seconds
15
Auto-start · seconds
5
Future queue target
1
Map limit · seconds
180
Freestyle
Enabled
Vote skip
Enabled
Player commands
Enabled
Required mods
None
Allowed mods
None

Active difficulty follows the room title. Other values describe configured settings.

3.81★1:53

A steady difficulty range, with player votes.

Difficulty 3.00–4.00★Map limit 3:00

Up next

Observed queue
  1. INSIDEDUSTCELL · Pepekcz's HARD
    3.29★
Room settings
Difficulty mode
Fixed with player votes
Active difficulty
3.00–4.00★
Base difficulty
3.00–4.00★
Minimum players
1
Countdown · seconds
15
Auto-start · seconds
5
Future queue target
1
Map limit · seconds
180
Freestyle
Enabled
Vote skip
Enabled
Player commands
Enabled
Required mods
None
Allowed mods
None

Active difficulty follows the room title. Other values describe configured settings.

Mania · 7K0 players
3.57★0:47

Seven keys. Find your next Mania challenge.

Difficulty 3.00–4.00★Map limit 4:00

Up next

Observed queue
  1. End TimeCres · [7K] Interlude
    3.43★
Room settings
Difficulty mode
Fixed with player votes
Active difficulty
3.00–4.00★
Base difficulty
3.00–4.00★
Minimum players
1
Countdown · seconds
20
Auto-start · seconds
10
Future queue target
1
Map limit · seconds
240
Farm weighting
Enabled
Style fallback
Enabled
Freestyle
Enabled
Vote skip
Enabled
Player commands
Enabled

Active difficulty follows the room title. Other values describe configured settings.

Mania · 4K1 player
ANiMA

xi · Sakura's 4K Lv.24

4.06★1:52
Playing~00:41 / 01:57
Join lobby

Four keys. A fresh mix of Mania maps.

Difficulty 3.50–4.50★Map limit 4:00

Up next

Observed queue
  1. TRIGGER*HAPPYP*Light · Spy's 4K EXHAUST Lv.20
    4.14★
Room settings
Difficulty mode
Fixed with player votes
Active difficulty
3.50–4.50★
Base difficulty
3.50–4.50★
Minimum players
1
Countdown · seconds
20
Auto-start · seconds
10
Future queue target
1
Map limit · seconds
240
Farm weighting
Enabled
Style fallback
Enabled
Freestyle
Enabled
Vote skip
Enabled
Player commands
Enabled

Active difficulty follows the room title. Other values describe configured settings.

Status updates every 10 seconds. Song progress is approximate. How it works ↓

THE ROOM RHYTHM

Lobby activity

See when each room has company.

Standard automatic

1 here now
Standard automatic player countFive-minute observations. Peak 8 players. Red marks indicate confirmed offline rooms; other gaps indicate unavailable readings.80Sep 28 21:29Sep 29 21:29 UTC
Peak 8Average 1.0291 readings0 offline2 unavailable

Standard fixed

0 here now
Standard fixed player countFive-minute observations. Peak 4 players. Red marks indicate confirmed offline rooms; other gaps indicate unavailable readings.40Sep 28 21:29Sep 29 21:29 UTC
Peak 4Average 1.0292 readings0 offline1 unavailable

Mania 7K

0 here now
Mania 7K player countFive-minute observations. Peak 4 players. Red marks indicate confirmed offline rooms; other gaps indicate unavailable readings.40Sep 28 21:29Sep 29 21:29 UTC
Peak 4Average 0.5291 readings0 offline2 unavailable

Mania 4K

1 here now
Mania 4K player countFive-minute observations. Peak 7 players. Red marks indicate confirmed offline rooms; other gaps indicate unavailable readings.70Sep 28 21:29Sep 29 21:29 UTC
Peak 7Average 1.4282 readings0 offline11 unavailable

Five-minute readings, including spectators · zero means an empty open room · red marks mean confirmed offline · other gaps mean unavailable data.

Last observation Sep 29 21:25 UTC
View recent observations
Time (UTC)Standard autoStandard fixed7K4K
Sep 29 21:251211
Sep 29 21:203200
Sep 29 21:150100
Sep 29 21:100100
Sep 29 21:051300
Sep 29 21:000220
Sep 29 20:551012
Sep 29 20:502002
Sep 29 20:451001
Sep 29 20:401001
Sep 29 20:352000
Sep 29 20:302000
Sep 29 20:252011
Sep 29 20:204203
Sep 29 20:157203
Sep 29 20:105202
Sep 29 20:053206
Sep 29 20:003217
Sep 29 19:553307
Sep 29 19:504302
Sep 29 19:452311
Sep 29 19:401101
Sep 29 19:350000
Sep 29 19:300000
Service health & observation details

Automatic restarts this activation: 0.

Availability is based on 293 service observations in the past 24 hours. Short outages between observations can be missed.

Chart history begins Sep 28, 2026.

About this dashboard

Live lobbies

Pick a room by its current map, see what is coming next, and find out when each lobby has company. Use All rooms, Standard, or Mania to focus the dashboard. Each room has artwork, approximate progress, a nearby Join button, a queue preview and expandable settings. The Join a lobby menu stays at the top; the compact Live lobbies widget on the left is available throughout the wiki. On smaller screens, tap its heading to open it.

Current room status, player counts, maps, observed queues, settings and join links refresh every ten seconds while the tab is visible. Under People here, Peak observed is the highest complete four-room total recorded since the date shown. It includes spectators. The record was seeded from earlier five-minute readings and is now checked on each ten-second status export; it persists beyond the rolling chart window. Very short spikes between observations may have been missed. Map artwork comes from the map set when its ID is available. Statistics and occupancy history retain their five-minute schedule. Join links open osu!lazer; the join menu and room cards also offer a browser fallback.

The progress bar moves continuously between status updates while the tab is visible, and respects reduced-motion preferences. It estimates elapsed song time from an observed match start and the map’s catalog length, including breaks, with a small allowance for the lead-in and finish. Required speed mods adjust the estimate; individual speed changes and network timing can differ. It resets on the next observed match start, including a replay of the same map. Finishing… means the estimate has reached the end while the next match has not yet been observed. The browser checks for an update near the estimated end and continues its regular ten-second refresh.

If the status snapshot becomes more than 35 seconds old, current maps and join controls are withheld until fresh data returns. With JavaScript disabled, artwork and join links use the page’s snapshot; reload for current status.

Graphs show sampled occupancy, including spectators; they describe people present, not simultaneous gameplay. Zero means an open room with nobody connected. A red mark means the room was confirmed offline at that observation. A break without a red mark means a room reading was unavailable; it does not prove downtime. Readings counts valid five-minute occupancy observations for each room, so rooms can have different totals. Observed availability describes the bot service at those sample times, and is not a guarantee that every room was playable between them.

See the lobby guides, player achievements, or how these statistics work.

status/start.txt · Last modified: by wikiadmin

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