Last updated 4 September 2026
Ranked ladder activity outside official matches: how many ranked games a pro has played, their MMR per playlist, and how many hours they have put in. It exists to answer the argument that starts every time someone plays badly at an event: have they actually been queuing?
Three reasons, and the cell says which one: private means the whole profile is closed, hidden means the profile is open but its game details are switched off, and hours hidden means the profile is public but keeps its total playtime private, which is a separate Steam setting.
A fourth says epic: no Steam account to read, so there are no hours at all.
None of it affects ranks or games played, which come from elsewhere. Profiles are re-checked every hour and fill in by themselves if anything changes. How it works goes through it properly.
Steam still shows what somebody is playing right now even when it hides how long they have played. So for those profiles the site checks every few minutes and, whenever it finds them in Rocket League, credits the time since the last check.
Estimates show in the 2wk h column with an ≈ in front, like ≈14.2, and a dotted underline. They always come out low: a session between two checks is invisible, and nothing before tracking began counts. Treat them as a floor. A plain number in that column is Steam’s own.
The same mark in Total h means something else: a total the player has stated publicly, for an account Steam will not show. Hover it for the source.
Every few minutes, for every player on the same cycle. The page updates itself while you have it open, so you do not need to refresh. If collection falls behind or stops, the site says so at the top rather than quietly showing old numbers.
It is as accurate as public sources allow, which is not the same as perfect. Sources go down, profiles change, and collection sometimes fails. Ranked stats only move when a match ends, so a figure a few minutes old is normal. Do not bet on any of it.
Players competing in RLCS, currently 104: 103 across 38 teams, and one free agent. Regions follow the team’s competitive region, not nationality.
Because a high place on the in-game ladder is not what gets somebody listed here. The bar is competing in RLCS: a player needs enough RLCS or LAN appearances to count as a pro, and plenty of Supersonic Legends never get them. Smurfs, alternate accounts and streamers sitting near the top of the ladder are not pros, so they are not added.
It runs the other way too. A listed pro can be absent from the in-game leaderboard simply because they have not queued enough this season.
The roster grows as players qualify, so they are added gradually rather than all at once. Teams often appear with only part of a roster, which is deliberate rather than unfinished.
Yes, and you do not have to explain why.
Email contact@198x.online, which is private. The feedback form at the bottom of the tracker works too, but it is posted publicly. Tell me which player you are and the row comes off, along with the data behind it.
The feedback form at the bottom of the tracker is the fastest route, and it does not need an account. You will get a reply within 48 hours. Email contact@198x.online if you would rather not post in public.
No. The site sets no cookies, stores nothing in your browser, has no accounts to sign into and carries no advertising.
The one thing that does run is Cloudflare Web Analytics, which counts page views. It is cookieless, does not fingerprint your device and cannot follow you to other sites. The privacy policy has the detail.
No. It is an independent fan project with no affiliation to Psyonix, Epic Games, RLCS, or any team or player shown.
Three places: public domain files on Wikimedia Commons, an org’s own press kit, or supplied to us directly. Each one is listed with its source in sources.json.
Want yours removed? Email contact@198x.online.
Yes, the whole project is on GitHub, including the collectors and this page.