← News

The server came back, the game did not: 0 ping and nobody visible after the patch

Update — Aug 26, morning: Masangsoft has spoken. At 11:07 UTC it published a notice saying it will roll out Agent server updates sequentially, starting with Europe. Follow what changed here.

The server came back with the early-morning maintenance. The game did not.

After the patch applied in the early hours of August 25, the complaint moved. It is no longer “I can’t log in” — it is “I join a room and nothing happens”.

The symptom, in the words of the people living it

There is no single description, and that matters. What the Steam forums show are at least two different pictures running at once.

In the first one, you see everyone — and can interact with nobody. It is the most reported:

“every room I join, everyone gets the bad connection icon over their head — this only started happening after the update, how do I fix it?” — Æsir | Dec4land, Aug 25, 14:20 UTC (translated from Portuguese)

That thread got no replies at all. Another player put a number on it the same day: in 95% of the matches he joins, everyone has the connection symbol over their head and no interaction is possible. A third, in Spanish, described the same — everyone showing up at 0 ping, with an error icon over the character.

In the second picture, nobody shows up. Less reported, more severe:

“After the last update I cant see anyone in game, ping is normal, i hear shots etc. Tried installing the private servers to see if the problem as on my side, and sure enough I was able to play normally on there.” — Ptbsde, Steam forums, Aug 25

The only reply he got was from another player: “Problems with the servers, I got it too. Just wait for the fix.”

And one account describes the strangest detail of all: characters can neither see each other nor deal damage — except when you stand right on top of the “disconnected guy”, who then hits you in his own simulation while still not seeing you.

Note that the two pictures contradict each other on a central point: in one, ping reads 0; in the other, the player himself says ping is normal. They are not the same thing, and nobody has tied them together yet.

This is not Sunday’s outage

These are different incidents and people are mixing them up. Three of them, worth separating:

  1. Aug 14–23 — a login bug: the game hangs on “Logging in…” and drops with “Disconnected from the server”. That one has a documented workaround (below).
  2. The afternoon of Aug 24 — a wave of “Authentication Error” blocking entry into the game. We covered it here. It did not hit everyone and normalised within hours.
  3. Since Aug 25 — the picture in this article, which happens after login, inside the room.

As one player wrote in that same outage thread: the server is up, you can get in, he sees everyone’s ping normally — but they all behave like they are on 999 ping, and he cannot connect to any of them.

How many people

At the time we checked, 10 of the 15 most recent threads on the GunZ Steam discussion board were about this, all with activity within the previous few hours. The titles, verbatim:

Again another NAT bug · Bugs e erro de conexão · Game dead? Cant see anyone · ping 0 or - · SERVIDOR INDISPO NIVEL · Everyone is zero ping for me · PING - 0 · broken game · Unplayable? · Massive disappointment

We counted roughly 22 distinct accounts reporting the same thing across about ten threads, in English, Portuguese and Spanish.

But we cannot say “everyone”. One player recorded the opposite, and it counts as data: “some people can play some can’t”. We could not quantify how many are affected, nor correlate it with region or ISP.

The bug is not new. It came back

This is the point that changes the whole reading.

The busiest thread on the subject — 27 replies — was not opened now. It was opened on August 14, one day after the relaunch, with a single line: “Literally unplayable”. It collected replies until Aug 16, sat completely dormant for nine days, and started moving again on patch day, with seven new users. One of them ties it explicitly: “This happened to me after the latest patch (25/08)”. Another, who had commented back in August, returned only to write: “bump. it doesnt work again”.

So the patch did not invent the problem. And to be precise, nobody on the forum wrote that it got worse — what the reports say is that it came back. Nor can we confirm the root cause is the same on both occasions.

What we can state with a source is more uncomfortable than that: the problem Masangsoft said had been largely resolved reappeared right after the maintenance.

The patch with nothing about the network in it

Here is the contrast that sums up the week.

The previous patch, on August 18, carried an explicit line: “Server connection stability has been improved”.

This patch has not a single network item. We read the official document line by line: shop and monetisation (GunZ Plus and the Optimite Shop opening), costumes, the new Clan Scrum Match mode, the 30% XP event swapped for 30% BT, a tutorial shortcut UI and five bug fixes. The only “stability” item is about client crashes, not connections. No mention of network, netcode, latency or matchmaking.

And there is producer PD Max’s letter, published on August 21 — four days earlier:

“We know that many users are still experiencing connection difficulties due to network issues or frequent crashes during gameplay. We are currently treating this as our absolute top priority and formed the TF team to identify the causes.”

In that same letter, the company said the critical issues had “largely been resolved” after firewall upgrades, and promised a dedicated channel for connection and crash reports. Four days later, the forum has seven simultaneous threads about the same symptom.

Not a word about the failure

The announced maintenance window ended at 08:00 UTC — the notice itself states that the estimated duration is subject to change. More than fifteen hours past that, not a single line has gone out on the official Steam channel.

We checked four independent Steam channels — the news API, the store RSS, the events feed and the community news page — and they all agree: the most recent post is still the Aug 24 patch notes itself. We went further and swept the 24 official announcements the game has published, searching for “agent”, “invisible”, “hotfix” and “rollback”. None appears anywhere. No acknowledgement, no emergency maintenance scheduled, no hotfix announced.

An honest caveat: that holds for the official Steam channel, which is what we could audit end to end. We cannot claim the same about Discord or Korean-language channels.

And one detail sets the tone: the company did publish on the 25th — a notice about a content creator programme, on the official site. Just nothing about the failure.

The silence also contrasts with the company’s own behaviour two weeks ago. During the launch connection crisis, Masangsoft published four notices in a single day (Aug 14), with updates half an hour apart, and four more the next day.

About this “agent error” thing

Worth separating verifiable history from guesswork — not least because the name circulating in the community confuses more than it helps.

First, a note on method: the phrase “agent error” does not appear in any of the threads from this wave on the Steam forums. Players describe the symptom without naming it — “connection symbol on top of head”, “ping 0”, “can’t see anyone”. “Agent Error” is what the community has historically called this kind of failure in GunZ, and that is how the name is being used here.

What that failure is, historically: original GunZ did not connect players through a central server inside a match. The community wiki describes the game as using “connections between computers instead of a central server to connect clients”, and says that “in extreme cases of latency, the client will simply reject a connection, resulting in an Agent Error”. That page was last edited in 2009 — fan-wiki knowledge about the old game, not Masangsoft documentation.

Still per that wiki, the classic Agent Error “describes the relationship between two players; it is possible to have Agent Error against only one person in a room, or all”. And the symptoms listed there are 999 ping and a lag bubble above their heads — with the players still visible in the room.

Note that this does not match point for point what is being reported now. The icon over the head matches. The “999 ping” matches one of the accounts. But 0 ping and invisible players are not in that description, and there is no way to confirm the 2026 client behaves like the 2009 one.

To be blunt: there is no confirmed technical explanation for what is happening today. Anyone claiming otherwise is filling a gap with guesswork.

What has been tried and did not work

The historical recipe for this kind of error is forwarding ports on your router. It is not working here:

  • one player with UPnP enabled and ports 7700–7800 manually forwarded is still broken after the patch;
  • another put his Starlink in bypass mode, set up his own router, forwarded the same ports and enabled UPnP, and wrote: “still doesn’t work so yes definitely a server issue not client related”. A technical caveat is owed here: residential Starlink runs behind CGNAT, and bypass mode does not hand the subscriber a public IP — forwarding ports there tends to be moot regardless. His test does not rule out NAT, and the conclusion is his, not a diagnosis;
  • playing on a private server works for the same player, on the same PC. Interesting, but it does not prove his network is fine for the official server: a private server runs a different build over a different route.

Ports 7700–7800 come from the players themselves. No official 2026 announcement mentions ports, NAT, UDP or direct player-to-player connections. And the other port ranges going around come from private server files from 2007–2010 — they are no use here.

Verifying files, reinstalling or compatibility mode: we looked and found not a single report of any of them fixing this bug.

“Close the Steam client and restart the game”: that instruction is official, but it is boilerplate in every maintenance notice this game has posted since at least Aug 16. It is not guidance for this problem, and it will show up elsewhere as if it were.

VPN: two different problems, don’t mix them

Word is going around that a VPN fixes it. It does — but a different problem.

The strong VPN evidence belongs to the login bug. A player ran a packet capture on Aug 14 and showed this: the TCP connection to Masangsoft’s login server was accepted, and the remote server closed it around 22 milliseconds later, with no application data appearing in his capture. Turning the VPN on fixed it. Two other players confirmed independently, on different days, and the revealing detail is that the exit country did not matter: it worked through South Korea, Japan, Canada and the United States. What changes is not the region — it is the source IP. The address he logged belongs to a Cloudflare range, which is consistent with (but does not prove) filtering at a network edge.

That explains the older “Logging in… → Disconnected from the server” complaint well. The last reply in that thread, however, is from Aug 23 — it says nothing about today’s problem.

For the room bug, the evidence is very thin. The most concrete mention we found on the Steam forums is a player saying the official Discord carries “a supposed temporary fix” involving downloading a specific VPN — without naming it, and without saying he tested it. That is a report about a third-hand rumour.

As for the names circulating in the Brazilian community, such as Urban VPN: we searched the game’s Steam forum and there is not one single mention of it. We are not saying it works for nobody — we are saying we found nothing that supports the recommendation.

And there are reports in both directions. On Aug 15, one player suggested the exact opposite: that the VPN might be the cause of the 0 ping, and that turning his off let him play a few matches. Another replied that for him it is the same with or without.

If you are going to try anyway, two practical notes:

  • A free VPN is not free. It routes all of your traffic through another company’s servers, and the business model of those tools usually involves exactly what passes through. If all you want is a different exit IP, Cloudflare WARP (1.1.1.1) is free and comes from an infrastructure company — that was the route one player reported working for him on Aug 18.
  • Switching to mobile data worked for some people and not for others.

One find along the way

While checking the official sources, one thing stood out: Steam is serving two different texts for the same maintenance notice, depending on the language.

We pulled the announcement in twelve languages. In eleven of them, the window read 06:00–08:00 UTC. On the Korean feed — same announcement, same identifier, same edit timestamp — the window read 07:00–09:00 UTC, one hour later, and even the date in the title was different. The patch notes next to it are identical across languages, which rules out a caching problem.

There is no way to say which version is the valid one, or whether anything was postponed: it is an editorial inconsistency, and part of the confusion over maintenance times probably comes from there. Both announcements were also edited on the morning of Aug 25, inside the window — which, for the record, is ordinary behaviour on Steam and something Masangsoft has done before. What changed cannot be known: no archived copy of the earlier version exists.

Why the player count doesn’t drop

The player number shown on this site comes from Steam’s official API, and it counts who has the game running — not who managed to play a match. Someone who reaches the lobby, creates a room and stares into the void keeps being counted.

So at 23:20 UTC today, Steam reported 739 players with GunZ open while the forum was full of people saying they cannot play. Both are true at once.

Today’s numbers

  • 739 concurrent players via Steam’s official API at 23:20 UTC, measured twice;
  • the game’s all-time peak is 2,241. The day after launch, GunZ had 1,814 concurrent players at an ordinary afternoon moment. Today it runs at roughly 40% of that;
  • on Steam the game sits at 1,608 reviews and 45% positive — a “Mixed” rating. The day after launch it had 92 reviews at 60% positive;
  • the ranking, meanwhile, keeps climbing: 125,702 ranked players, with the top already at level 63.

The Brazilian community’s reaction to the patch content sums up the mood:

“they’re so focused on adding accessories, clothes and effects built around real money, instead of fixing what matters MOST, which would be the game’s stability” — LouToS, Steam forums, Aug 25 (translated from Portuguese)

What to do now

Honestly: on the player’s side, little. The three things the community tries most — forwarding ports, enabling UPnP, reinstalling — all have reports from people who tried and got nowhere. The most common answer on the forum today is not a workaround, it is resignation: “just wait for the fix”.

What you can do:

  1. Log the problem. We added a dedicated button for it on the status page: “Empty room / agent error”. The more people log it, the clearer the real scale and the hours when it bites hardest — and the chart now also shows what is being reported, not just how many.
  2. If your error is a login one (hanging on “Logging in…” or dropping with “Disconnected from the server”), try changing your exit IP before anything else. It is the only case with documented evidence that it works.
  3. Don’t reinstall. Several players did exactly that during Sunday’s outage and ended up in the same place.

We will update this article once there is an official position — and if emergency maintenance is announced, it shows up on the status page as soon as it is published.

Comments

Join our Discord