
7 Days to Die Metrics: Your Server's History and Player Statistics
What GameGrid Metrics records on a 7 Days to Die server and where each figure comes from: players online, uptime and restarts, sessions and playtime, deaths and approximate kills, zombie kills, travel and land claims, chat and blood moons, FPS and entities, leaderboards, Discord and the API.
Where Metrics is
Open your server and click Metrics in the sidebar, just below Events. It is there in every state, stopped servers included, and a deactivated server keeps it so you can still read its history.
Metrics is yours. Only you and the people you give panel access to can see it, and nothing on the page is shown to your players unless you switch it on (see "Privacy" below).
It answers the questions 7 Days to Die owners ask us most. Did the server crash overnight, or was that the scheduled restart? How many people really play on a Saturday evening? Who has played since the last wipe, and who has gone quiet? Does the server keep up when the blood moon horde arrives?
On a 7 Days to Die server the page has these tabs:
| Tab | What it is for |
|---|---|
| Overview | The headline cards: players online, resources, server health, busiest hours, and the player cards |
| Players | Every player ranked by playtime, kills, deaths, distance and more, plus Leaderboards |
| Sessions | Every session: who joined, when, for how long, and how far they went |
| Places | Your players' land claims and the map's grid squares, by time spent |
| Travel | Your live map with density, trails and deaths, plus distance and speed |
| Combat | Kills and deaths, the kill feed, kill times, the kill map and deaths by cause |
| Events | Blood moons, Event Manager and Command Manager runs, prize events, stops and crashes |
| Economy | Coins earned and spent, purchases and deliveries (servers that use the GameGrid economy) |
| Activity | One timeline of chat, commands, joins and leaves, deaths, purchases and moderation |
| Health | Uptime, outages, start times, CPU, memory, network, disk, FPS, entities, ping and land claims |
| Busiest hours | A weekday-by-hour grid of when players are on |
| Settings | The Overview layout, Import history from logs, stats seasons, Player access and alerts |
The general guide to every card, range and button is Metrics: Your Server's History. This article covers what is specific to 7 Days to Die.
How GameGrid collects 7 Days to Die data
Nothing is installed in your server for Metrics. Everything is read from what 7 Days to Die already offers: its console log, its Telnet console, its web dashboard and its own files. That keeps crossplay working.
| What | Where it comes from |
|---|---|
| Server history: running, stopped, crashed, restarts and their causes, CPU, memory, network, disk, players online | GameGrid's own monitoring of the server, for every game |
| Joins, leaves and sessions | The server's console log, as players connect and disconnect |
| Deaths and player kills | The death messages the game writes into its log |
| Zombie kills | The Telnet player list, read once a minute (each player's zombie counter) |
| Positions (travel, trails, density, places) | The GameGrid map mod when you switched it on; otherwise the game's web dashboard; otherwise the Telnet player list. Read every 10 seconds and stored every 30 seconds |
| Chat and commands | The chat and command lines in the server log |
| Blood moons | The log lines that start and end a blood moon |
| FPS and entities | The stats line 7 Days to Die writes into its log every 30 seconds while players are online |
| Players' ping | The Telnet player list |
| Land claims | The web dashboard, every 15 minutes |
| Admins online | Your serveradmin.xml, matched against the players online |
| In-game day and time | The Telnet gettime command |
GameGrid keeps Telnet on for you. Land claims, and the best positions without the map mod, need the game's web dashboard to be on, as the Live Map does.
Who a player is on 7 Days to Die
A player who plays on Steam is identified by their Steam ID, so one person stays one player whatever their character is called. A PlayStation, Xbox or Epic player has no Steam ID and is identified by their cross-play (EOS) account instead, which is just as lasting.
On a player's profile, the account owner and administrators see the Steam ID with a Copy button; the search box in the player list accepts a name, a character name or a Steam ID.
The Overview
| Card | What it shows on 7 Days to Die |
|---|---|
| Players online | The highest player count in each interval, the peak and when it happened, the average, and how much of the running time the server was empty |
| Resources | CPU and memory while the server ran, how long it ran, and how long it has been up now |
| Server health | When the server was running, starting, stopped, crashed or unreachable, with every crash and restart marked and named by its cause |
| Busiest hours | Weekdays by hours in your time zone, darker where more players were on |
| Top players | Your top five by kills, with their playtime |
| Player engagement | Unique and new players per interval |
| Session duration | The average session length, the median and the longest |
| Logins per day | Sessions started each day |
| Deaths & kills | Every death and every player kill, with the split between deaths to creatures and to players |
| Deaths by cause | What killed your players |
| Top places and Travel | The land claims and grid squares players spent most time in, and distance per day |
| Chat & commands | Messages and commands per day and the most active chatter |
| Event history | The latest five events, blood moons included |
| Recent kills | The latest five player kills |
| Economy | Coins earned and spent per day, on servers that use the GameGrid economy |
Untick or reorder cards on the Settings tab, or with โ Layout at the top of the page.
Server health, uptime and restarts
The Server health summary reads like "Availability 96.4% ยท Uptime when meant to be on 99.1% ยท 1 crash ยท 3 restarts (2 scheduled, 1 Event Manager)".
- Availability is the share of the range the server was running.
- Uptime when meant to be on leaves out the time you meant it to be off: after you stop the server yourself, that time does not count against it until you start it again.
- Every restart is named by its cause: Owner (you, from the panel, the API or the Discord bot), Scheduled restart, Event Manager, Command Manager, Update or move, Crash recovery, Exited by itself, Crash, Host unreachable, Deactivated, or Other when nothing recorded why.
- A grey band labelled server log unavailable: player data unknown marks minutes the server ran but its log could not be read, so who was on is not known for those minutes. It is not "nobody played".
Hover any red or orange square on the chart to see what happened. A run of Crash recovery restarts in one evening is worth a closer look: open the Health tab, find the times under Outages, and check Game updates and mods for the same day. A crash that starts the evening a mod was added usually points at that mod.
The Health tab adds Availability per day, Outages (every stretch the server was meant to be on but was not), Time to ready (how long starts take, on average and for nine starts in ten; the first start of a new random world includes generating it, so it is much slower than the starts after it), CPU, Memory, Network, Disk used, Backups and Game updates and mods.
Performance: FPS, entities, ping and land claims
The Health tab also draws what 7 Days to Die says about itself. Every 30 seconds while someone is online, the game writes a stats line into its log with its frame rate and how many entities it is running. GameGrid reads that line, so these charts are the game's own numbers, not an estimate.
- FPS is how many times a second the server updates the world. What matters is how it behaves over an evening. A line that stays level and dips for an hour on a blood moon night is a healthy server. A line that sinks a little lower every day until the next restart usually means too much is loaded.
- Entities is the zombies, animals, vehicles and other objects the world is running at that moment. Put it next to FPS on the same range: if FPS drops exactly when entities climb, the server is being asked to simulate too much, and the spawn and view settings in the 7 Days to Die Server Optimization Guide are where to look.
- Player ping is the average ping of everyone connected, read from the Telnet player list. One player on a bad connection pulls the average up, so if it jumps, check the Online Players table on the live map, which lists each player's own ping.
- Bases over time counts the land claims in the world. It climbs as a new world fills up and drops when claims expire or are removed (see Land Claim Blocks and Base Protection).
Because the game only writes its stats line while players are online, an empty server leaves gaps in FPS and Entities. That is expected, not a fault: a card with nothing in the range says the game reports it only while players are online. Ping has gaps for the same reason: with nobody connected there is nothing to measure.
Busiest hours
The Busiest hours tab shows the grid at full size. Switch between Average players and Peak players, Unique players and New players, or Player kills, and tick Include offline time to count the hours the server was off as empty. Below it are your Top 5 slots and Best time for an event, which opens the Event Manager with that time filled in. If Saturday from 19:00 to 23:00 is the darkest block on your grid, that is the window to keep restarts out of and the one to put an event in.
Players, sessions and profiles
The ๐ฅ Players button opens a list of everyone who has played on your server; the Players tab ranks them (Rank, Player, Logins, Kills, Deaths, K/D, Suicides, Playtime, Distance, Last active), and the Sessions tab lists every session with its length and distance. Each name opens the player's profile: playtime, sessions, deaths, kills, K/D, distance, places discovered, the names they used, where they spend time and their latest activity. Full detail: Metrics: Player List and Player Profiles.
Import history from logs (on the Settings tab) reads the 7 Days to Die logs still on your server once, up to 30 days back, and adds the sessions they record from before player statistics started. Running it again adds nothing new.
Combat
7 Days to Die reports deaths and player kills in its log, so the Combat tab has Ranking, Kill feed, Kill times, Kill map and Deaths by cause, with Player kills, Deaths, K/D, Zombies killed and Longest streak tiles.
Player kills on 7 Days to Die are approximate, and every place that shows them says so. The game's death message names the killer by name only, with no account behind it. If a player calls their character after a zombie, a death caused by that zombie can be counted as a kill by that player. Deaths themselves are counted exactly. Zombies killed comes from each player's own zombie counter, read once a minute, and is counted per player rather than listed kill by kill.
The Kills today tile, the Recent kills card and the Busiest hours Player kills value use the same figures. Posting every kill to Discord is described under "Discord" below.
Travel and places
Travel shows your server's own live map with Density, Trails and Deaths / Kills layers. Pick all players, up to 20, or one player's session, and press Play to replay the trails. Beside the map: total distance, time moving and idle, teleports and respawns left out, average and top speed, the top travellers and distance per day. A common use: pick one player's last session, press Play, and watch the route they took out to a trader and back before the horde caught them.
A place on 7 Days to Die is:
- Bases: each land claim, named after its owner ("Name's claim"), as large as the claim;
- Grid: the lettered and numbered squares the live map draws, once the world's size is known.
On most servers the top of the list is the claim where a group lives and crafts, followed by the grid squares around the nearest trader. Places ranks them by time spent, visits or visitors and opens each one: time spent per day, its busiest hours, who spends most time there, who visited first and the deaths there. Positions older than 30 days are kept only as each session's simplified path and as time per grid square.
Events, economy, activity and chat
- Events lists blood moons (when one started and ended), Event Manager settings windows, Command Manager runs, prize events, and the server's stops and crashes. Open a row to see who took part.
- Activity is one timeline of chat, commands, joins and leaves, deaths, purchases, moderation, world events and the server's own history, with filters and a search.
- Chat is the in-game chat from the server log. A line starting with
/or!, and a console command a player runs, is filed as a command. Commands sent by GameGrid itself (the console, the Command Manager, the economy) are not filed as a player's. - Economy shows coins earned and spent, how coins are earned, how wealth is spread, the items bought most beside how each delivery ended, the richest players (named only to the server's owner and administrators), kits and refunds, on a server that uses the GameGrid economy. See 7 Days to Die Economy.
Only the server's owner and administrators can read chat text. Everyone else sees that a message was sent, not what it said.
The live status bar
The server's Overview page and the Metrics page show a status bar. On 7 Days to Die it can show: Status, Players online, FPS (with a line of the last 15 minutes), Entities, Admins online, Uptime, Server time with the in-game day and time under it, Next restart, Ping, Uptime when on (7 d), Peak today and Kills today. Press โ to choose and order them. While the server is stopped the game figures say not running; while it runs with nobody online, FPS and Entities say reported while players are online, because the game writes them only while players are on. With players on, a figure the game has not written in the last few minutes says not reported now.
Ranges, time zones, tables and downloads
- The bar at the top picks the range: Live (the last 15 minutes, refreshed every 10 seconds), 1h, 24h, 7d, 30d, 90d or your own dates. Granularity sets how wide each step of a chart is, and Compare to previous period draws the period before as a dashed line with the change beside each headline number.
- Every time is shown in your own time zone, named in the bar; the change link goes to your account page.
- Show as table on any card swaps the chart for the same figures as a table. The card's โฏ menu has Download CSV, and Export downloads every card on the tab.
- The detailed record goes back seven days; before that charts are filled from hourly records and say "Hour-grained before" and the date.
Privacy: what is recorded about your players
- Player statistics are recorded from 6 October 2026, when version 1.1.0 of GameGrid's Privacy Policy took effect. Apart from sessions added with Import history from logs, nothing about players was recorded before that, and a chart that reaches further back marks where recording began with Not recorded before and the date. The server's own history (uptime, restarts, CPU, memory, players online) goes back further.
- Player IP addresses are never shown or stored by Metrics: not on any page, in any download, in the API or in the Discord bot. The Telnet player list carries them, and GameGrid never keeps them.
- Player access (Metrics, Settings) decides what your players can see. Every switch is off until you turn it on: live positions on share links, leaderboards, posts to Discord and player self-service.
- Forget this player, on a player's profile under Admin, deletes their positions, places and names from Metrics on all your servers and keeps their statistics as "Deleted player", so your totals stay right.
- Positions are kept 30 days, sessions and deaths 365 days, chat 180 days.
- Wiping the world keeps every statistic. Start a new stats season when you want a fresh start: Metrics: Stats Seasons and Wiping Player Stats.
Full detail: Metrics and Your Players' Privacy.
Moderation and possible alternative accounts
On a 7 Days to Die server Metrics can suggest that two players may be the same person: linked to the same Discord account, the same game account, or connecting from the same connection, which the machine your server runs on reads from the Telnet player list and turns into a one-way code at once. The address itself is never kept. A suggestion is a hint, never proof, and nothing is done automatically. You can also put a player On Watch, keep notes and set Alerts (a watched player connects, a kill spree, a chat keyword). See Metrics: Moderation, Possible Alternative Accounts and On Watch.
Discord: /metrics, /leaderboard and /my
Your GameGrid Discord bot reads Metrics with the server's API key. Create that key with the Discord bot preset, which includes the Metrics read scopes (Discord Bot Setup).
- `/metrics` for your staff:
summary,uptimeandpeak(which may be posted in the channel),top,player,places,sessionsandkillfeed(always private), andnew-season. The moderation subcommandsaltsandwatchneed theplayer_metrics:altsandplayer_metrics:writescopes added to the bot's key, which the preset leaves out. On 7 Days to Die,/metrics topcan rank by Playtime, Kills, Deaths, K/D, Distance, Sessions or Logins. - `/leaderboard` for everyone, once you switch it on. A 7 Days to Die server is offered Kills, Deaths, Longest life, Playtime, Distance travelled, Places discovered, Event wins and the Milestones feed, plus Top earners and Wealth with the GameGrid economy. Turn on Posted leaderboards or the /leaderboard command under Metrics, Settings, Player access, then set each board up in Players โ Leaderboards or with
/leaderboard setup. See Metrics Leaderboards. - `/my` lets a player read their own statistics:
/my stats,/my playtime,/my travel,/my wealth,/my events. Switch on Discord /my and tick the sections to share under Metrics, Settings, Player access, Player self-service. Players must link their Discord with/linkand!linkin game chat first. See Player Self-Service. - Kill feed in Discord: switch on Post every kill to a Discord channel under Player access, and choose the channel with
/config killfeed-channel.
The Customer API
Everything on the Metrics page is in the Customer API too: server history, busiest hours, places, players, sessions, the kill feed and CSV downloads. Server history needs the metrics:read scope and player data player_metrics:read. See Customer API and API Scopes.
Troubleshooting
- No Players, Sessions, Travel or Combat tab. These appear once player statistics are recorded and someone has played since. If the page shows "Player recording starts" with a date, they appear from then.
- A card says "No ... between" two dates. Nothing happened in that range, or the server was not running then. Try a longer range with Widen to 90 days.
- FPS and Entities have gaps. 7 Days to Die writes them only while players are online.
- No land claims under Places or Bases over time. Land claims are read from the web dashboard. If you turned the dashboard off in Settings, turn it back on.
- No grid squares under Places. The grid needs the world's size, which GameGrid reads from the world's files once the world has been generated.
- A kill is counted for the wrong player. Kills come from the log by name, so a player named like a zombie can be miscounted. That is why they are marked approximate.
- Travel shows no trails for a stretch. Positions are read from the map mod, the web dashboard or the Telnet player list. If none of them answered while the server was running, there is no trail for that stretch. Check that the web dashboard is on, and restart the server if the gap carries on.
- One player shows twice. A player who moved from Steam to a console account, or the other way round, has two accounts and is two players.