
Among Us
Got a phone and WiFi? That's two connections. PingAim sends Among Us.exe through the network interface you choose — phone 5G, Ethernet, or a second ISP — while everything else stays on your main connection. No tunnel, no relay. Among Us still talks directly to Innersloth's regional server, just over the adapter you pick.
Does PingAim Help in Among Us?
- ProtocolUDP
- ConnectionDedicated
- HostingInnersloth (own infrastructure)
- EngineUnity
- NATModerate
- LauncherSteam
- Install size0.25 GB
Why ping matters in Among Us
Latency sensitivity MediumPing matters but is not the dominant factor.
Among Us is primarily a social deduction game — the core gameplay loop of tasks, meetings, and voting is not highly latency-sensitive by competitive-shooter standards. The Raaen 2014 cross-genre survey (https://www.ntnu.no/ojs/index.php/nikt/article/view/5252) places casual/social/turn-based-adjacent genres in tolerance bands well above the ~50ms threshold of twitch FPS — consistent with Among Us being designed for global mobile networks. Ping still meaningfully affects the experience: high latency causes visible rubber-banding of crewmate movement, makes kill interactions feel delayed, and can cause task completion messages to register late. The most latency-sensitive moment is the Impostor kill — a delayed confirmation window raises the risk of being spotted or the action not registering. Innersloth's own help documentation confirms the design accepts moderate latency, but explicitly notes that players in regions far from the three server clusters (e.g., Brazil) will experience connection issues.
About Among Usbackground, studio, esports scene
Among Us is a multiplayer social deduction and party game developed and published by Innersloth, originally released on June 15, 2018. Players are crewmates aboard a spaceship (or other maps) tasked with completing maintenance tasks while one or more secretly designated Impostors attempt to eliminate them and sabotage the mission. After a body is discovered or an emergency meeting is called, players argue, share evidence, and vote to eject whoever they believe is the Impostor — before the Impostors can eliminate the remaining crew. The game supports 4 to 15 players per lobby, with 1 to 3 Impostors depending on settings, and runs across PC, mobile, and console platforms with full cross-play.
Among Us is built on Unity and uses a custom .NET networking layer based on Hazel, Innersloth's own open-source UDP networking library. All online sessions connect through Innersloth's dedicated servers rather than directly peer-to-peer — the game routes player actions, meeting votes, and task completions through the server, which acts as the arbiter. Servers are located in North America (US), Europe, and Asia, selected from the region menu at the online screen. The game uses UDP on port 22023 as its primary game port. There is no traditional anti-cheat executable — Innersloth relies on server-side validation of game states, account bans, and a player reporting system. Cheating has been a persistent community issue historically addressed through server-side updates and moderation.
Among Us became a global cultural phenomenon in mid-2020, reaching over 500 million downloads and peaking at hundreds of millions of players during pandemic lockdowns, driven largely by streaming platforms and YouTube. The player base has since normalized to approximately 20 million monthly active users across all platforms as of early 2025, with the bulk on mobile. The game has received substantial post-launch content including new maps (The Skeld, MIRA HQ, Polus, The Airship, The Fungle), cosmetic systems, and social features such as cosmicubes and a cosmetic marketplace. It remains one of the most culturally recognized indie games ever released.
- Studio
- Innersloth
- Released
- 2018
- Platforms
- Windows, macOS, Linux, iOS, Android, nintendo_switch, Xbox, PlayStation
- Engine
- Unity
PingAim detects Among Us automatically
No manual config. PingAim identifies Among Us by process name and routes it through your fastest connection using a kernel-level WFP driver.
When does PingAim help — and when doesn't it?
PingAim helps when...
- Phone 5G tethering available — route Among Us through mobile and free home connection for everything else
- Both WiFi and Ethernet connected — PingAim picks the interface with lower jitter to the Innersloth server
- Located in South America, Africa, Southeast Asia, or Middle East — no regional server nearby, any path improvement matters
- Evening peak-hour ISP congestion causing rubber-banding of other crewmates
- Home network congested by household streaming or downloads during a game session
- Playing on Asia server from a country not served by it (e.g., India, Southeast Asia) — path stability matters
Won't help when...
- Only one active network connection with no phone to tether — no second path available
- Already stable to your nearest regional server (NA, EU, or Asia) with no jitter — the game plays smoothly
- Server-side issues (Innersloth server outages or overload) — no client fix
- Both your candidate connections route through the same upstream ISP — interface choice cannot escape a shared bottleneck
- FPS drops in large lobbies — client-side performance, not network
- Among Us has no kernel anti-cheat, but Innersloth's server-side checks can flag sudden region jumps as suspected ban-evasion VPN use — do not combine PingAim with a VPN/proxy that changes the server-perceived geolocation of your account
Community & Official Resources
Where players talk and where the publisher posts updates.

