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Novus Striker

Status

Read this first

This page is maintained by hand. It is not connected to any monitoring system and does not update on its own, so it reports what was true when it was last reviewed — not what is true this second.

Last reviewed by a person on August 7, 2026. If the game is not loading for you right now, this page cannot tell you why — the game page reports its own errors, and striker@novusstreamsolutions.com reaches us faster than waiting for this to change.

Components

  • Website

    Operational

    The pages you are reading now, served from Vercel's edge network.

  • Game delivery

    Operational

    The Unity WebGL build files under /unity/releases/. Every build is verified against its SHA-256 manifest before the site is allowed to compile.

  • Feedback email

    Operational

    striker@novusstreamsolutions.com. Mail is read by a person, so a reply takes as long as it takes.

  • Player accounts

    Not applicable

    There are none. Novus Striker has no sign-in, no profiles and no save server, so there is nothing here that can go down.

Known issues in the current build

Problems we have reproduced and have not fixed yet. They are in the build you can play today, so if you hit one of these it is us, not you. What is queued against them is on the roadmap.

  • Quit freezes the game

    Choosing Quit from the pause menu leaves the player unresponsive.

    Cause: Quit calls the desktop shutdown path, which does nothing at all in a browser, so the game stops accepting input while waiting for an exit that never comes.

    What you can do: Reload the page. Your settings are stored locally and survive the reload.

  • Fullscreen looks soft

    Going fullscreen makes the image blurry rather than sharper.

    Cause: The canvas renders at a fixed size and is then stretched to your display instead of being redrawn at its pixel density.

    What you can do: Theater size in a maximised window is currently sharper than fullscreen.

  • Power Strike text overlaps

    The Power Strike prompt can collide with other on-screen text.

    Cause: That one HUD is drawn by an older immediate-mode UI that does not obey the scaling every other screen uses.

    What you can do: None. The prompt is still readable at 16:9.

  • Matches are two halves

    A match plays as two halves with a break, not the single timed period described here.

    Cause: The single-period match format is queued in the playable-shell phase below.

    What you can do: None needed — the match is complete, it is just longer than intended.

  • The game is silent

    There is no crowd, no impact sound and no music.

    Cause: Audio has not been authored yet. There is no sound in the build at all.

    What you can do: None.

Past incidents

Every player-visible problem we know about, and what fixed it. There are no open incidents; if there were, they would be at the top of this list with no resolved date.

  1. DegradedAugust 3, 2026 August 4, 2026

    Half the squad rendered as untextured whitebox

    In release e7466503acf1744e, a club listed three roster ids while player ids ran 0 to 5, so players above the third index fell through to an unassigned character and rendered as plain white geometry. Matches were playable throughout. Corrected in release 699233c7147acadf.

    Resolved in release 699233c7147acadf

  2. DegradedJuly 19, 2026 August 3, 2026

    A failed load looked like a slow one

    The game page never read react-unity-webgl's initialisationError, so a truncated download, a bad Content-Encoding or an out-of-memory on a weak device all produced the same thing: a progress bar frozen part-way with no explanation and nothing to try. Players on affected devices had no way to tell the game had failed. Fixed alongside release e7466503acf1744e, which added the error state, a reload action and a WebGL 2 check.

    Resolved in release e7466503acf1744e

Why there is no live monitor

Because we do not run one, and a page that implied otherwise would be worse than no page at all. An uptime service is a recurring cost we have chosen to spend on the game instead, and a dashboard that says “operational” because nothing has updated it is a confident-looking lie.

What this page is for: telling you whether a problem you are hitting is one we already know about, and keeping an honest record of the ones that have happened. If real monitoring is ever added, the notice at the top of this page comes down in the same change — not before.

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