Forums » Bugs
Can't enter the universe.
Greetings!
I apologize if I write to the wrong section of the forum. I also apologize in advance for my poor English.
Actually, I don't know what exactly the problem might be, but I can't get into the game of post-login and character selection. The "Entering Universe" window remains until a connection error occurs. Remarkably, the game news information displayed after login is also not loaded, although the headlines and dates are visible.
I tried to change the Internet settings in the game, changed the language and some other little things, but I didn't manage to enter the game. VPN is disabled when you log in, so it could not interfere (in any case, the game does not start with it).
The game is installed on an Android device — Asus ZB602KL. OS version — 9. The last attempt to enter the game was today, January 29, at about ±19:00 Moscow time. No plugins.
Let me know if you need any more information from me. Thank you in advance.
I apologize if I write to the wrong section of the forum. I also apologize in advance for my poor English.
Actually, I don't know what exactly the problem might be, but I can't get into the game of post-login and character selection. The "Entering Universe" window remains until a connection error occurs. Remarkably, the game news information displayed after login is also not loaded, although the headlines and dates are visible.
I tried to change the Internet settings in the game, changed the language and some other little things, but I didn't manage to enter the game. VPN is disabled when you log in, so it could not interfere (in any case, the game does not start with it).
The game is installed on an Android device — Asus ZB602KL. OS version — 9. The last attempt to enter the game was today, January 29, at about ±19:00 Moscow time. No plugins.
Let me know if you need any more information from me. Thank you in advance.
Hi, and welcome to Vendetta Online.
We just released a server update that adds more logging of failed connections.
Please give it another try and let us know so we can check the server logs.
Are you able to install and run the android app called PCAPdroid from the Play Store?
If so, that will allow you to capture the network data between the server and the game client. Then you can send it to us for analysis.
We apologize for any problems you're having and we are working hard to fix connection issues.
We just released a server update that adds more logging of failed connections.
Please give it another try and let us know so we can check the server logs.
Are you able to install and run the android app called PCAPdroid from the Play Store?
If so, that will allow you to capture the network data between the server and the game client. Then you can send it to us for analysis.
We apologize for any problems you're having and we are working hard to fix connection issues.
"Connection to server timed out"
I used this program and I hope I did everything right, but what exactly should I send you? I don't see the possibility of attaching files.
I used this program and I hope I did everything right, but what exactly should I send you? I don't see the possibility of attaching files.
You will have to either put it online and post a link or email it to us to support at guildsoftware.com
I don't know which of these files you need, so I'll keep both. I hope I didn't mess up with access...
https://drive.google.com/drive/folders/13c0Rhct8fSzaVwycRp95o-s_4DSK6QEY
https://drive.google.com/drive/folders/13c0Rhct8fSzaVwycRp95o-s_4DSK6QEY
Thanks. I will look into those files you posted.
We added even more logging to the server, so if you try again, we will get additional information.
Additionally, if you can make another pcap at the same time, we can try to do an exact comparison between the two to see when your client stops receiving what our server sent, or our server stops receiving what your client sent.
We added even more logging to the server, so if you try again, we will get additional information.
Additionally, if you can make another pcap at the same time, we can try to do an exact comparison between the two to see when your client stops receiving what our server sent, or our server stops receiving what your client sent.
I posted two more files (dates in titles). The link is the same.
Also, just in case, I would like to mention the factor of my residence in Russia. In case this factor may be the crux of the problem, given the circumstances with widespread internal network limitations. I mean, maybe the problem isn't on your end at all.
In addition, yesterday I noticed another small problem that is not related to the current discussion. It concerns the login process.
If a user initially signed in with a linked Google Account and then tries to log in with a username and password, a login error will be triggered even if the password is correct. When you switch the login method from Google Account to username/password, the password field is already pre-filled. The system likely considers this pre-filled password valid due to the account linking, but it is actually incorrect. When you enter the correct password, the game first interprets this as an attempt to change the password and shows a corresponding dialog box. However, this action does not result in a successful login. To actually log into the account, you have to perform a workaround with the login windows and restart the game to trigger a clean login process.
I know that this is off topic, but I decided to take this opportunity to share this as well. I hope I managed to describe it correctly. I apologize if something in my text is not clear enough.
Also, just in case, I would like to mention the factor of my residence in Russia. In case this factor may be the crux of the problem, given the circumstances with widespread internal network limitations. I mean, maybe the problem isn't on your end at all.
In addition, yesterday I noticed another small problem that is not related to the current discussion. It concerns the login process.
If a user initially signed in with a linked Google Account and then tries to log in with a username and password, a login error will be triggered even if the password is correct. When you switch the login method from Google Account to username/password, the password field is already pre-filled. The system likely considers this pre-filled password valid due to the account linking, but it is actually incorrect. When you enter the correct password, the game first interprets this as an attempt to change the password and shows a corresponding dialog box. However, this action does not result in a successful login. To actually log into the account, you have to perform a workaround with the login windows and restart the game to trigger a clean login process.
I know that this is off topic, but I decided to take this opportunity to share this as well. I hope I managed to describe it correctly. I apologize if something in my text is not clear enough.
Also, just in case, I would like to mention the factor of my residence in Russia. In case this factor may be the crux of the problem, given the circumstances with widespread internal network limitations. I mean, maybe the problem isn't on your end at all.
We're aware, and we have been tracking reports of problems with player logins (exclusively from Russia) since December of 2025. We're aware of the reports of Russian state changes that may have been introduced by Roskomnadzor.
Still, we would like to know for ourselves what's happening (whether a bug of ours, or an external problem), and if there's something we can do about it. We have a lot of Russian players, and while they cannot contribute to us economically at the moment, we would prefer not to cut them off from the game.
So, we appreciate the detailed help in debugging this issue, we're going to continue investigating.
(Your other report on login account system is also noted and appreciated, we'll take a look).
We're aware, and we have been tracking reports of problems with player logins (exclusively from Russia) since December of 2025. We're aware of the reports of Russian state changes that may have been introduced by Roskomnadzor.
Still, we would like to know for ourselves what's happening (whether a bug of ours, or an external problem), and if there's something we can do about it. We have a lot of Russian players, and while they cannot contribute to us economically at the moment, we would prefer not to cut them off from the game.
So, we appreciate the detailed help in debugging this issue, we're going to continue investigating.
(Your other report on login account system is also noted and appreciated, we'll take a look).
Russia’s battle against VPNs is entering a new phase: Here's what to expect in 2026
https://www.techradar.com/vpn/vpn-services/russias-battle-against-vpns-is-entering-a-new-phase-heres-what-to-expect-in-2026
https://www.techradar.com/vpn/vpn-services/russias-battle-against-vpns-is-entering-a-new-phase-heres-what-to-expect-in-2026
So, we appreciate the detailed help in debugging this issue, we're going to continue investigating.
In this case, I expect some information. Thank you for your attention to the problem and the situation.
In this case, I expect some information. Thank you for your attention to the problem and the situation.
Based on what we've found thus far, a third party appears to be interdicting our packets and causing network traffic between our game-client and game-server to be blocked, and unable to communicate.
This often happens around a similar stage of login (roughly when the game is getting characters), but it doesn't always happen there, or at the exact same "point" in the network connection.
Similarly, we have intermittent reports of Russian players being able to play "fine" one day, and then not being able to play for days after that. I have no answer for that.
All I can say is, we have found no evidence to support this being a bug on our side. The data is being sent from both the client and the server, and the "retransmission process" is working correctly.. both sides are trying to re-send the failed packets for some time. But, the packets (in either direction) are not received by the remote end.
We know this, because we have logs of data transmissions from the server, and packet log captures from the remote client devices in Russia. So, we can speak to this with some confidence.
Of course, this exact situation would also occur in the event of a device losing network connectivity, or a routing problem somewhere between the two points (on the "normal internet" this is usually the culprit). But, we have reason to believe that is not the case here (we have seen other types of traffic go through). The connections are also all breaking early in the game connection process, not at "random" points in time. That, combined with all the reporting users coming from Russia, and the recent articles about the Russian national firewall.. certainly paints a challenging picture.
We do not have a solution at this time. The game might work through a VPN, but I'm going to be cautious about recommending that, as it may carry legal risks in some locations.
We're likely to continue investigating, but I do not know that we will be able to provide a work-around solution internally.
This often happens around a similar stage of login (roughly when the game is getting characters), but it doesn't always happen there, or at the exact same "point" in the network connection.
Similarly, we have intermittent reports of Russian players being able to play "fine" one day, and then not being able to play for days after that. I have no answer for that.
All I can say is, we have found no evidence to support this being a bug on our side. The data is being sent from both the client and the server, and the "retransmission process" is working correctly.. both sides are trying to re-send the failed packets for some time. But, the packets (in either direction) are not received by the remote end.
We know this, because we have logs of data transmissions from the server, and packet log captures from the remote client devices in Russia. So, we can speak to this with some confidence.
Of course, this exact situation would also occur in the event of a device losing network connectivity, or a routing problem somewhere between the two points (on the "normal internet" this is usually the culprit). But, we have reason to believe that is not the case here (we have seen other types of traffic go through). The connections are also all breaking early in the game connection process, not at "random" points in time. That, combined with all the reporting users coming from Russia, and the recent articles about the Russian national firewall.. certainly paints a challenging picture.
We do not have a solution at this time. The game might work through a VPN, but I'm going to be cautious about recommending that, as it may carry legal risks in some locations.
We're likely to continue investigating, but I do not know that we will be able to provide a work-around solution internally.
I understand you. It makes sense to believe that the problem may be caused by the general state of networks in the country both against the background of the actions of Roskomnadzor and against the background of the adoption of "measures" to preserve local security. As you may know, the principle of white lists of available addresses is gradually starting to work for us. At least for now, testing is underway against the backdrop of periodic shutdowns of access to the network. And perhaps all these factors, somehow layering on top of each other, interrupt the connection. Especially if we recall the existence of the "black box" of Roskomnadzor, which is now burdened with almost all providers. I don't know how it will be correct in English, in Russian this thing is called ТСПУ (Технические Средства Противодействия Угрозам). Consider it a box with an anti-cheat inside, but to filter traffic. They have been introduced for a long time and the system is gradually improving, giving rise to more and more new problems for users. As for VPNs, everything is also unstable: not only are they gradually blocked at the level of the system and specific services, but the remaining ones are very unstable. You have to constantly go through dozens of options. Some are luckier, some less.
In general, the situation is depressing. In any case, thank you for your time and for the information. You have already paid more attention to this than many other companies.
Thank you. And good luck in your work! I mean, in general, not only this topic.)
In general, the situation is depressing. In any case, thank you for your time and for the information. You have already paid more attention to this than many other companies.
Thank you. And good luck in your work! I mean, in general, not only this topic.)