🔴 Conan Exiles – Critical Server Issues and Direct Reporting Channel to Inflexion

Dana,

It has been consistently reported by nearly the entire player base — especially long-time players who genuinely care about the game — that Conan Exiles is currently in an unplayable state.

I actively follow all forum topics, and in one of your comments regarding lag and cheaters, it was mentioned that reports should be directed to Inflexion, who are responsible for this new phase of Conan Exiles. Based on that, I would like to make a clear and objective request.

:backhand_index_pointing_right: Could you please provide, or pin on the forum, the official link for submitting tickets directly to Inflexion?

At this moment, there is no clear confirmation that all community reports are effectively reaching them. Centralizing and facilitating this access would ensure that:

  • The community can contribute in an organized way

  • Reports reach the team directly responsible for development

  • Valuable feedback does not get lost across multiple threads

The issues already identified and widely documented include:

  • Hackers on official servers, completely wiping base loot

  • Massive DDoS attacks, impacting both official and private servers

  • Severe and constant lag, making many servers unplayable

  • Critical vulnerabilities in game folders/config access, allowing players to modify attributes and gain unfair advantages

  • Undermesh bases, significantly damaging game balance and quality

This situation clearly drives new players away. Veteran players who love the game continue playing despite the lag, but this is not sustainable for community growth or long-term health.

I also maintain a channel with documented evidence of servers that are entirely unplayable, which can be provided if needed.

To reiterate the request:

  • Please share the direct Inflexion support link

  • Or pin this topic, allowing players to submit tickets while following a centralized discussion

The goal here is collaboration, transparency, and real improvements to the game, which benefits everyone involved.

Thank you for your attention.

Game is playable in single player. Its where ive been to test stuff out.

At the moment, there is a clear and noticeable difference between the game modes.

The single-player mode runs smoothly and remains stable, with consistent performance, no extreme ping issues, and no critical problems that prevent gameplay. This indicates that the game’s core systems are functioning properly and that, in isolation, the single-player experience is currently stable.

However, the online multiplayer mode is essentially unplayable. Servers are affected by:

  • Extremely high and unstable ping

  • Constant lag, making basic gameplay actions difficult or impossible

  • Signs of possible hacker/cheater infestations

  • Severe performance degradation even on low-population servers

This contrast strongly suggests that the issue is not related to the game’s core performance, but rather to a specific factor affecting the online environment, such as:

  • A server infrastructure–related bug

  • Network synchronization failures

  • Security vulnerabilities enabling exploits

  • Or backend instability impacting multiplayer services

In summary:
:white_check_mark: Single-player mode is stable and playable
:cross_mark: Online multiplayer is currently unviable

This inconsistent behavior highlights the need for a focused technical investigation into the online environment, as there are clear signs that a bug or systemic issue is impacting multiplayer servers specifically.

Looking at how many people have played thus far. The game hasnt really seen this much attention since its glory days. wonder if its time to upgrade the hardware to match the massive influx of new/returning players?

The public SteamDB data is clear and relevant. The game is currently registering approximately 29,000 concurrent players within a 24-hour period, along with a solid foundation of over 112,000 reviews, maintaining an approval rate of around 78%.

These figures confirm the presence of a large, active, and consistent player base, including both new and returning players. This level of activity indicates that the reported issues cannot be considered isolated or minor.

Given this context, it is reasonable to conclude that the current multiplayer infrastructure is not aligned with the actual demand. When a game sustains this level of concurrent players, improvements to server capacity, network stability, and security become a requirement rather than an option.

The data clearly supports the need for technical upgrades and focused improvements, particularly within the online multiplayer environment.

+1 on all of this.

Also: I just spawned on my regular server… into somebody else’s character. Looks like with the merge, characters got mixed up?

Make a bug report of it, into here:

The new way of reporting bugs.

This link is already known by the community.
The main question — shared by many players — is whether tickets submitted through this channel are actually being forwarded to Inflexion, which is currently responsible for this phase of Conan Exiles.

The question is straightforward:

  • Is this link now the official reporting channel for Inflexion?

  • Or is there another active contact method for reporting critical multiplayer issues?

During the beta period, there were more direct interaction channels, such as Discord servers with active developer presence, which made communication and follow-up on recurring issues more efficient.

Clarifying where reports are currently being routed and whether there is (or will be) a direct channel with Inflexion is essential to ensure the community is reporting issues correctly until a similar beta-style interaction channel is available.

I tried single-player - it’s ok with my 12-year-old desktop. I tried to log into a random private server - it’s ok, I created char and ran around a bit. But I couldn’t log into any official server. I selected 2 officials with the least ping, game loaded until 100% and sent me back to main menu.

This is the official statement on the matter. It tells everyone to use this link so that the devs can see the reports. Why would they tell people to use this method if it wasn’t the correct method? If that’s not good enough for you, you could also read Dana’s comment here, which further emphasises that this is the new method to report bugs so that Inflexion and Funcom can see them.

That would be great, but is almost certainly never going to happen. If they do decide to set up direct player contact with the dev team that will be a great thing, but we’ve gone more than 8 years without having that, so it’s unlikely we’ll suddenly get it now. That is literally what Community Managers are for - they act as the communication conduit between the players and the devs. THis leaves the devs free to focus on the development and bug fixing, without constantly being spammed with the same questions over and over again.

The process of the beta testing remains coverd by the NDA and should not be discussed.

I understand and fully respect the NDA requirements. My understanding is that the NDA was applied specifically to the EU5 game testing, and that no information related to that content should be shared. I have no intention of violating or discussing anything covered by that agreement.

My question was not about NDA-protected content. What I was referring to is that, to my knowledge, the NDA did not explicitly mention restrictions regarding communication platforms themselves, such as whether alternative official channels (for example, Discord, as seen during beta periods) could or could not exist for general feedback and interaction.

I acknowledge that the provided link is the official method to submit reports, and I am using it. The reason for raising this point is simply to understand whether there are, or could be, additional communication channels, even if limited, to improve clarity, visibility, and feedback flow—especially during periods of high activity and recurring issues.

I mention this constructively, as someone who is actively reading and following all related topics, as I’ve stated before. Clear communication is important for aligning community expectations and ensuring reports are routed effectively, and my intent here is to contribute to that clarity, not to challenge established processes.

Thank you for the clarification and for taking the time to respond.

I understand that - I was just trying to warn you - the whole issue of discussing discussions is still under the NDA (I checked that question with Dana and she was able to get confirmation from higher ups - they don’t want people discussing anything about the process). I’m not trying to suggest you are not respecting the NDA, I’m advising you that you are inadvertantly going against what they want covered.

I would absolutely love that. I just expressed my opinion that it is unlikely. Certainly there is nothing wrong in asking for it. Hope, but don’t expect :+1:

Understood and appreciated. Clear communication is something I’ve requested many times over the years. Right now, we have some of the best communication we’ve had in years, with Dana truly making an effort to carry the necessary information back and forth between players and devs. I think a big part of what you are aiming for is the same thing I requested in this thread (which is where Dana responded with that second post I linked to you above). If we can;t have direct communciation (and, much as I would like it, I don’t think it is likely that we can), then at least we can hopefully get clear lists of what issues have been reported, so that we can cut down on the duplication.

I was not part of the process…

I can tell that i wish the people behind conan now ( inflection) are more competent at this game.. ce got abandoned by funcom what 1 or 2 years ?

The pulll a great feat, ( inflextion) with this update, somthing i know funcom was incapable to do it ( said by then a few yers back)

Beta testing sadly was still a Joke , only a week of public closed beta . I knew it will come with issues , but i have faith in inflection. I am glad their dev team is in charge and no longer funcom…

Of course time will tell

I don’t know about a joke, but certainly longer would have been better (as always).

One change already - there’s been a hotfix today, the day after the update. I don’t remeber us getting any hotfix before at least two weeks after past updates. It doens’t solve everything, of course, but it’s definitely a faster response.

Thats is inflection doing it, not funcom.

I have faith in this dev team

Thank you for the clarification regarding the NDA. I understand the point and will continue using the official reporting channel as indicated:

Most of what was requested regarding the reporting channel and the topic you opened is now clear and has been made easier for everyone to follow. In fact, the topic I opened also serves as a bridge, helping direct players correctly to the official method of contacting the developers, now confirmed as the appropriate channel.

That said, this topic also addresses other relevant issues that go beyond the reporting flow itself, particularly the recurring instability on official and private servers, which has a direct impact on the current gameplay experience.

I understand there is a high demand and that supporting the entire player base is a constant challenge. Still, I speak as someone who has been playing Conan Exiles for over 8 years. Despite its flaws, many of us keep playing because it is an exceptional game. The recent graphical improvements were very gratifying and clearly show care and investment in the project.

However, some of the most critical issues unfortunately still persist:

  • Hackers being able to kill thralls and completely loot bases, especially in PVP

  • Severe lag, making servers unplayable at various times

In PVE, overall, hacker-related cases seem less frequent than in PVP, but this does not mean the issue is absent. I have recently experienced serious incidents on PVE servers as well, including unauthorized looting and the killing of my thralls, which resulted in my entire base being looted.
These situations clearly show that current vulnerabilities affect both game modes, even if the impact is more visible in PVP. These are precisely the security and stability issues that this topic aims to highlight.

I have been following the game for years, and it is evident that the player base has been growing with the new update, which naturally raises concerns. I do not want the investments made in the game to be undermined, and I know that is not the team’s intention either. Inflexion, now handling Conan Exiles as one of its higher‑volume projects, did an excellent job with the visuals — the next challenge is addressing what has historically harmed the game the most, especially in PVP: cheaters and instability.

I will continue using the confirmed reporting link as the direct channel to the developers and monitoring improvements. The recent release of a quick hotfix, as Dana mentioned, was a positive step to mitigate some issues, and I hope this pace of improvements continues.

You have a great game in your hands, and I sincerely hope that this time it will be treated with the care it truly deserves.

Some private servers appear to be working also

I filled out one of those when I hit the help button. I got an automated email response but no resolution yet on a simple issue. I will let y’all know if I get a resolution (fingers crossed).

Some private servers do seem to be functioning better, yes. However, the behavior is inconsistent. While a few private servers appear stable at certain times, others experience high ping, lag spikes, or degradation under load, especially during peak hours.

This issue also needs to be analyzed in the context of active player count. For example, I am currently on a server with around 40 active players, and the environment is completely unplayable under this load, which directly indicates scalability or performance limitations.

This inconsistency is exactly part of the issue being discussed. The fact that some private servers work while others do not — and that official servers are frequently affected, often at even lower population levels — suggests that the problem is not isolated, but rather situational or systemic, impacting different environments in different ways.

So while there are cases where private servers are playable, the overall multiplayer experience, both on official and private servers, still suffers from instability that needs to be addressed, particularly when player concurrency increases.