MMO player counts: live Steam numbers for every big MMORPG

GamePlaying now24h peak7-day avg peak30-day changeLast 30 days
AION 2160,661176,699189,785needs 60 days
Warframeonline RPG49,48774,12074,460needs 60 days
Destiny 2online RPG21,31127,25327,107needs 60 days
Once Humanonline RPG15,45922,20224,491needs 60 days
MapleStory16,78521,15822,288needs 60 days
Final Fantasy XIV Online85420,71520,630needs 60 days
Black Desert15,45116,94116,522needs 60 days
Where Winds Meet6,92017,37015,069needs 60 days
The Elder Scrolls Online9,4919,49110,263needs 60 days
Dune: Awakeningonline RPG7,1348,2859,351needs 60 days
Albion Online7,1748,5568,341needs 60 days
Lost Ark5,7326,4406,779needs 60 days
EVE Online4,0164,6714,848needs 60 days
Star Wars: The Old Republic3,8094,1354,146needs 60 days
Guild Wars 23,6294,1684,126needs 60 days
Throne and Liberty2,1903,1963,252needs 60 days
RuneScape2,5522,9842,825needs 60 days
Old School RuneScape1,5211,7041,665needs 60 days
Star Trek Online1,1791,2021,335needs 60 days
Pax Dei9691,1281,260needs 60 days
The Lord of the Rings Online1,0191,2161,217needs 60 days
Neverwinter640799761needs 60 days
Mabinogi349432431needs 60 days
New World: Aeternum332376404needs 60 days
WAKFU305344324needs 60 days
Mortal Online 2180208241needs 60 days
Tree of Savior147185175needs 60 days
Brighter Shores155155148needs 60 days
Ragnarok Online162623needs 60 days

Live Steam concurrent players, sampled every hour; daily peak = the highest hourly sample of that UTC day. Steam only: games mostly played through their own launchers (World of Warcraft, and many Final Fantasy XIV and Old School RuneScape players) are missing or under-counted. Last updated November 9, 2026 at 17:10 EST.

This tracker shows how many people are playing 29 MMORPGs and online RPGs on Steam right now, using player counts sampled every hour from Steam’s public API. Each game shows its 24-hour peak, its 7-day average daily peak, its 30-day change and a sparkline, so you can see momentum at a glance. It counts Steam players only. Games that run through their own launchers are missing or under-counted, most notably World of Warcraft, Final Fantasy XIV and Old School RuneScape.

How this tracker works

  1. Hourly sampling. Once an hour, the tracker asks Steam how many people are currently in each game and stores that number.
  2. Current players. The live figure is the most recent hourly sample, not a second-by-second count.
  3. 24h peak. This is the highest hourly sample recorded in the last 24 hours.
  4. 7-day average daily peak. The tracker takes the peak for each of the last seven days and averages them. This smooths out a single busy evening or a quiet patch day.
  5. 30-day change. This compares current activity with the level 30 days earlier. It shows whether a game is growing or fading over a month.
  6. Sparklines. The small line beside each game plots its recent hourly history, so spikes from patches, expansions or free weekends stand out.

What Steam’s numbers actually measure

The data comes from Steam’s public Web API, specifically the GetNumberOfCurrentPlayers method in the ISteamUserStats interface. You give it a game’s Steam app ID and it returns one number: how many Steam accounts have that game running at that moment. Valve exposes this publicly, which is why it is the standard source for concurrent player trackers.

There are several things this number does not measure. They matter more for MMOs than for almost any other genre.

It is concurrent, not total. A game with 20,000 concurrent players might have several times that many active players across a week, because people log in at different hours and in different time zones. Concurrent counts are best for comparing games with each other, or a game with itself over time. They are not a headcount of the player base.

It only sees Steam. If someone plays without launching through Steam, they are invisible here. This creates large gaps for some of the genre’s biggest names:

Game Why Steam under-counts it
World of Warcraft Sold and launched through Blizzard’s Battle.net, not Steam
Final Fantasy XIV Many players use the Windows version bought directly from Square Enix, or play on PlayStation or Xbox
Old School RuneScape Many players use the Jagex Launcher or the mobile version
Console-heavy MMOs PlayStation and Xbox players never appear in Steam data

For games like these, a low Steam number does not mean the game is small. Treat the Steam figure as a slice of the audience and pay more attention to its trend than to its size.

It counts idle accounts. A character parked in town while the player is at work still counts as one concurrent player. Steam cannot tell active play from AFK time.

Hourly sampling misses short spikes. If a game’s real peak happened at 8:40 pm and the samples were taken at 8:00 and 9:00, the recorded 24h peak will be a little lower than the true peak. This is why figures here can sit slightly below trackers that poll more often.

This tracker does not estimate total players, subscriber numbers or revenue. It does not combine Steam data with other platforms, and it does not adjust for launcher-based audiences. Every figure is a Steam figure, recorded hourly.

FAQ

Why is World of Warcraft missing or showing so few players?

World of Warcraft is not sold or launched through Steam. It runs on Blizzard’s Battle.net, so Steam’s API has no player count for it. Blizzard does not publish official concurrent or subscriber numbers either, so any figure you see elsewhere is an estimate.

Why are Final Fantasy XIV and Old School RuneScape numbers lower than I expected?

Both games have large audiences outside Steam. FFXIV players can buy the game directly from Square Enix or play on PlayStation and Xbox. OSRS players often use the Jagex Launcher or mobile. The tracker only sees the Steam portion, so use these numbers to spot trends rather than to judge the game’s overall size.

Why does the 24h peak differ from other Steam trackers?

The tracker samples once an hour, so a peak that lands between two samples gets recorded at the nearest lower reading. Sites that poll more often will usually catch a slightly higher peak. The difference is normally small, and the trend lines should match.

Which number is best for comparing two MMOs?

The 7-day average daily peak is usually the fairest comparison. It irons out one-off events and weekday dips. The 30-day change is the better choice for seeing whether a game is gaining or losing players, especially after a major patch or expansion.