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Your guide to automatic osu! multiplayer

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status:start
PLAY TOGETHER

Live lobbies

Find your next map. Jump into the round.

Bot online

Updated Oct 1, 01:04 UTC · refreshes every 10 seconds

People here
6Across all four roomsPeak observed 18since Sep 28, 2026
Rooms open
4 / 4Pick a ruleset below
Current uptime
22h 58mThis uninterrupted run
Availability · 24h
99.65%Based on observed samples

Choose your room

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

Believe in you (TV Size)

nonoc · Delis' Insane

4.42★1:25

Difficulty follows the room. Keep the rounds flowing.

Difficulty 3.50–4.50★Map limit 3:00

Up next

Observed queue
  1. ShukufukuYOASOBI · Kanui & Crysisters' Hard
    3.59★
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.

3.64★1:29
Playing~01:45 / 01:34
Join lobby

A steady difficulty range, with player votes.

Difficulty 3.00–4.00★Map limit 3:00

Up next

Observed queue
  1. Dynasties & DystopiaDenzel Curry, Gizzle, Bren Joy · Boppin's Hard
    3.37★
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
LEMON SUMMER

Paitan · 7K ADVANCED

3.18★1:57

Seven keys. Find your next Mania challenge.

Difficulty 3.00–4.00★Map limit 4:00

Up next

Observed queue
  1. Unpleasant SonataIgorrr · [7K] [Shi-Ra]'s Hell [SC]
    3.52★
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 · 4K3 players
Toki wo Kizamu Uta

nayuta · 4K MX

3.03★2:28
StartingGetting ready
Join lobby

Four keys. A fresh mix of Mania maps.

Difficulty 3.00–4.00★Map limit 4:00

Up next

Observed queue
  1. ADAMP*Light · [4K] Hard
    3.30★
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.

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

0 here now
Standard automatic player countFive-minute observations. Peak 11 players. Red marks indicate confirmed offline rooms; other gaps indicate unavailable readings.110Room offlineSep 30 01:04Oct 1 01:04 UTC
Peak 11Average 1.8287 readings1 offline0 unavailable

Standard fixed

3 here now
Standard fixed player countFive-minute observations. Peak 6 players. Red marks indicate confirmed offline rooms; other gaps indicate unavailable readings.60Room offlineSep 30 01:04Oct 1 01:04 UTC
Peak 6Average 1.3287 readings1 offline0 unavailable

Mania 7K

0 here now
Mania 7K player countFive-minute observations. Peak 3 players. Red marks indicate confirmed offline rooms; other gaps indicate unavailable readings.30Room offlineSep 30 01:04Oct 1 01:04 UTC
Peak 3Average 0.5287 readings1 offline0 unavailable

Mania 4K

3 here now
Mania 4K player countFive-minute observations. Peak 7 players. Red marks indicate confirmed offline rooms; other gaps indicate unavailable readings.70Room offlineSep 30 01:04Oct 1 01:04 UTC
Peak 7Average 1.6287 readings1 offline0 unavailable

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

Last observation Oct 1 01:00 UTC
View recent observations
Time (UTC)Standard autoStandard fixed7K4K
Oct 1 01:000403
Oct 1 00:551205
Oct 1 00:500204
Oct 1 00:451004
Oct 1 00:400104
Oct 1 00:350104
Oct 1 00:300003
Oct 1 00:250104
Oct 1 00:201112
Oct 1 00:151111
Oct 1 00:101310
Oct 1 00:051310
Oct 1 00:003310
Sep 30 23:551210
Sep 30 23:501110
Sep 30 23:451110
Sep 30 23:401210
Sep 30 23:350210
Sep 30 23:300310
Sep 30 23:253300
Sep 30 23:203002
Sep 30 23:152001
Sep 30 23:101102
Sep 30 23:050101
Service health & observation details

Automatic restarts this activation: 0.

Availability is based on 288 service observations in the past 24 hours. Short outages between observations can be missed.

Chart history begins Sep 28, 2026.

About this dashboard

This is an old revision of the document!


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. 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.1790708527.txt.gz · Last modified: by wikiadmin

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