The MMO Hammer’s player-count tracker is built on one public source: Steam’s concurrent-player numbers, sampled every hour. This page explains how we collect those numbers, what they can and can’t tell you, and how we use them in monthly reports, “is it dying” checks, and the rest of the site.
Where the numbers come from
Steam publishes how many people are currently running each game on its platform. Our tracker records that figure for every MMO we follow, once per hour, around the clock.
We use this source because it is public, consistent, and covers a large share of the MMO market. Anyone can check it. We don’t use private data, estimates from unnamed sources, or figures we can’t reproduce.
How the daily peak works
The daily peak is the highest hourly sample recorded during the UTC day, from 00:00 to 23:59 UTC.
A few consequences:
- Our peak can sit slightly below the true peak. If a game spikes between two samples, we won’t catch the exact top. Trackers that sample more often may show a higher number for the same day.
- UTC days don’t match local evenings. A North American prime-time surge can fall across two UTC days, so a game’s “daily” peak partly depends on where its players live.
- One sample per hour smooths out noise. Brief blips from server restarts or login queues have less effect on the trend.
When a sample fails to record, we leave that hour empty instead of logging it as zero. A missing hour shouldn’t read as a crash in players.
What Steam data misses
This is the most important limitation, and it’s large for some games. Our tracker only sees people playing through Steam. Anyone using a developer’s own launcher, a console, or another storefront is invisible to it.
| Game | How it shows up in Steam data |
|---|---|
| World of Warcraft | Not on Steam. It runs through Blizzard’s Battle.net, so we have no Steam figure for it. |
| Final Fantasy XIV | On Steam, but a large share of players use Square Enix’s own launcher or play on PlayStation or Xbox. Steam shows only part of the population. |
| Old School RuneScape | On Steam, but many players log in through the Jagex Launcher or third-party clients. Steam undercounts it. |
| Other cross-platform MMOs | Console and non-Steam PC players don’t appear. |
So never compare two games by raw Steam numbers alone unless both are played mostly on Steam. A game that looks small in our data may be healthy elsewhere. Where we know a game is heavily undercounted, we say so next to its chart and in any article that cites it.
What concurrent players are (and aren’t)
A concurrent-player count is a snapshot of people with the game running at that moment. It is not:
- Total players or registered accounts. Those numbers are far larger.
- Monthly active users. Someone who plays two hours a week counts only during those two hours.
- Subscribers or revenue. Studios rarely publish these, and Steam doesn’t either.
The count also includes anyone who has the game open, including idle characters and players sitting in menus or login queues. In some games, bot activity may inflate the figure too. We treat concurrent players as a measure of activity on Steam, and that’s the only claim we make with it.
How monthly reports use the data
Our monthly player-count reports look at trends rather than single days. For each game, we typically compare:
- The month’s average daily peak against the previous month.
- The same month a year earlier, to account for seasonal swings like summer and holiday breaks.
- The highest and lowest daily peaks of the month.
Then we explain the movement. Player counts nearly always respond to something specific: an expansion, a major patch, a free weekend, a Steam sale, a new season, or a competing release. When we can’t tie a change to a known event, we say that plainly instead of guessing.
How “is it dying” checks work
“Is [game] dying?” is one of the most searched questions about any MMO, and it usually deserves a more careful answer than a single chart. When we write one of these checks, we:
- Compare a game to its own history, not to other games. A smaller MMO holding steady is in better shape than a big one falling sharply.
- Look at months, not days. Counts often dip after a launch spike or between content updates. One weak week proves nothing.
- Account for the Steam gap. If most of a game’s players aren’t on Steam, our data can’t settle the question, and we say so.
- Check other signals. Patch frequency, announced roadmaps, server merges or closures, and official statements from the developer all count.
We give a clear verdict when the evidence supports one. When it doesn’t, we explain what the data shows and what it can’t show.
How we source guides
Our guides are built from official patch notes and developer announcements first. That includes patch notes, official blogs, and developer posts on official forums or channels.
For each guide, we:
- Note the patch or version it reflects, so you can tell whether it’s current.
- Check changes against the latest official notes before updating.
- Mark information that comes from in-game testing or community findings, and keep it separate from official numbers.
- Revise or flag guides when a patch changes the mechanics they cover.
MMOs change constantly, and a guide written two patches ago can be wrong today. If something in a guide doesn’t match what you’re seeing in game, check the patch version listed and tell us.
Corrections
We get things wrong sometimes. When we do, we fix them.
- Data errors (a bad sample, a mislabeled game, a broken chart) are corrected in the tracker. Where the error affected a published report, we update the report too.
- Factual errors in articles or guides are corrected in place, with a short note saying what changed and when.
- Changes in interpretation, such as revising an “is it dying” verdict after new information, are noted clearly instead of quietly rewritten.
If you spot an error, contact us through the options listed on the site. Tell us the page, what’s wrong, and if possible, the official source that shows the correct information. We review every report.
Our independence
The MMO Hammer is a new, independent site. We aren’t owned by or affiliated with any game developer or publisher, and no studio reviews our player-count reports before they’re published. The tracker records the same numbers for every game, regardless of who makes it.
