Survival · Java · PvP

Aeon Network Minecraft Server

Onlineaeon-network.net

Vote for Aeon Network

Server statistics

Player activity, community support and uptime.

Player history · UTC

Players at last check

22 / 500
Most recently reported by the server

Average hourly count

17
Awaiting history

Observed peak

26
Awaiting history

Players over time

Latest 24 hourly buckets

Selected period

Loading player history…

Counts from successful checks. Missing observations stay as gaps.

Community support

Voting activity

Every vote helps this server get discovered.

Snapshot dates · UTC

Votes this month

3
Current listing total · resets monthly

Votes in selected period

—
Awaiting snapshots

Best observed day

—
From completed snapshot intervals

Votes over time

Daily gains between snapshots

Selected period

Daily vote gains from the existing server snapshots.

Missing snapshots and counter resets appear as gaps.

Daily vote gains exclude today. Missing days and manual vote resets appear as gaps.

Server uptime

Availability at a glance.

100%Recorded uptime
Previously recorded percentageOnline at last check

Player activity summary

Over the latest 24 hourly buckets, Aeon Network averaged 17 players per recorded hourly observation, with a highest hourly observation of 26. Data is available for 24 of 24 hours; the current hour is partial.

View the last 30 completed days
Daily observed player peaks and recorded vote gains for Aeon Network
DatePlayer peakVotes gained
2026-11-01263
2026-10-31243
2026-10-30482
2026-10-29632
2026-10-28662
2026-10-27692
2026-10-26682
2026-10-25482
2026-10-24440
2026-10-23—0
2026-10-22—3
2026-10-21—1
2026-10-20—0
2026-10-19—2
2026-10-18—1
2026-10-17—2
2026-10-16—3
2026-10-15—1
2026-10-14—0
2026-10-13—1
2026-10-12—2
2026-10-11—2
2026-10-10—0
2026-10-09—1
2026-10-08—0
2026-10-07—0
2026-10-06—1
2026-10-05—1
2026-10-04—0
2026-10-03—1

Player dates use UTC; vote dates use UTC. A dash means missing data or an unmeasurable vote interval. Missing observations and counter resets are never shown as zero.

Percentage of server checks where the server was reachable.

Peaks reflect observed player counts. Percentage changes compare completed periods; gaps are excluded.