Method · formula v1.0.0 · live constants

How the score works

The score is computed within a game category, never across games. The constants below are rendered from the same module the scorer runs, so the published formula and the real scores cannot drift apart.

The formula

SCORE = 100 × C × (0.45·A + 0.25·S + 0.2·R + 0.1·G)

A — activity (45%). Seven-day median concurrent players, logarithmic within the category. A peak can be manufactured for an hour; a median cannot.

S — stability (25%). Uptime reduced by how much the population jitters.

R — reputation (20%). A Bayesian average of verified-player reviews. Until a server has reviews it carries a neutral 0.70 — a placeholder, not a measurement.

G — growth (10%). Today's median against the seventh day after launch. Without launch history it carries a neutral 1.00.

C — confidence. Set by the position class below. An unmeasured server can never outrank a measured one on equal figures.

Position classes

ClassMeaningConfidence
Dead reckoningListed, never measured — the figures are the owner's estimate×0.50
SightedHost reachable, uptime measured×0.70
RangedThe game protocol returns a real player count×0.90
FixedModule running inside the server, accounts and playtime verified×1.00
ChartedHand-audited by us — our character on the server, rates checked×1.00

Charted is manual, applied at random within the top of each game category, and cannot be purchased.

What is never for sale

A position in the rankings. A change to a score. The removal of a review. The removal of a drift flag.

Paid placement exists only as banners and featured cards rendered outside the ranking list, always visually distinct and always labelled. There is no code path from a payment to a score.