servwirelive player counts

Trending games

The biggest 24-hour moves among the games we track, each with the shape of the last 24 hours beside it. Games that were down, degraded, or caught in a platform-wide incident are left out on purpose — a crash is not a trend, and a recovery from one looks exactly like a surge.

Rising

Biggest gains over the last 24 hours.

Games with the biggest 24-hour gains, top 10
#GamePlayers now24h changeLast 24 hours
1Delta Forceunavailable · +66.0%
Delta Force, 24-hour player count trend: 31,096 to 126,307 (+66.0% over 24 hours)
2Black Myth: Wukongunavailable · +48.9%
Black Myth: Wukong, 24-hour player count trend: 6,366 to 34,047 (+48.9% over 24 hours)
3Monster Hunter Wildsunavailable · +46.3%
Monster Hunter Wilds, 24-hour player count trend: 12,082 to 28,121 (+46.3% over 24 hours)
4Sephiriaunavailable · +43.0%
Sephiria, 24-hour player count trend: 2,818 to 12,473 (+43.0% over 24 hours)
5Eternal Returnunavailable · +41.7%
Eternal Return, 24-hour player count trend: 3,234 to 26,170 (+41.7% over 24 hours)
6R.E.P.O.unavailable · +41.0%
R.E.P.O., 24-hour player count trend: 7,482 to 25,816 (+41.0% over 24 hours)
7Street Fighter™ 6unavailable · +39.9%
Street Fighter™ 6, 24-hour player count trend: 8,033 to 36,372 (+39.9% over 24 hours)
8Garry's Modunavailable · +39.0%
Garry's Mod, 24-hour player count trend: 11,525 to 30,403 (+39.0% over 24 hours)
9ARK: Survival Ascendedunavailable · +36.3%
ARK: Survival Ascended, 24-hour player count trend: 17,352 to 30,753 (+36.3% over 24 hours)
10Battlefield™ 6unavailable · +35.0%
Battlefield™ 6, 24-hour player count trend: 17,412 to 46,889 (+35.0% over 24 hours)

Falling

Biggest losses over the last 24 hours, restricted to games that have been running normally for a full 24 hours.

Nothing qualifies right now.

Games need at least 1,000 concurrent players and a clean 24 hours before they can appear here — small player counts turn ordinary noise into huge percentages, and a recovery from an outage looks exactly like a surge.

In the meantime, every game we track is ranked here.

What we leave out, and why

  • Games with fewer than 1,000 concurrent players. Ten players becoming thirty is +200%, and it means nothing.
  • Games whose last successful reading is outside the grace period for their collection schedule. A change computed from a stale number is a stale change.
  • Every game on the platform, for as long as a platform-wide incident is open. When Steam itself is having problems, every 24-hour change on this page would be measuring Steam, not the games.
  • Every game on the platform again the following day, for exactly as long as the incident itself lasted — that is the window in which the point we compare against sits inside the outage. A game that was never flagged would otherwise resurface as a triple-digit gain, because the number it is being measured against is the hole.
  • On Falling: anything that has not been running normally for a full 24 hours. “Fine right now” is not the same as “fine for the whole window we are comparing against”. Games we cannot yet answer that question for — the ones without 21 days of history to build a baseline from — are held back rather than guessed at.
  • On Rising: anything with a recorded outage or degraded period overlapping the last 24 hours. Dropping to 10% and coming back is +900%, and it is not growth.

The two lists are deliberately not symmetric. A surge is never caused by an outage, so Rising does not require a clean bill of health — only that no outage sits inside the window being compared. That asymmetry is the whole point: filtering Rising as hard as Falling would keep newly added games off the board permanently.

See every game we track, ranked →