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
1Call of Duty®67,744+80.8%
Call of Duty®, 24-hour player count trend: 36,513 to 112,356 (+80.8% over 24 hours)
2EA SPORTS™ Madden NFL 271,920+6.3%
EA SPORTS™ Madden NFL 27, 24-hour player count trend: 0 to 4,624 (+6.3% over 24 hours)
3R.E.P.O.6,681+5.6%
R.E.P.O., 24-hour player count trend: 5,422 to 19,937 (+5.6% over 24 hours)
4Left 4 Dead 218,518+5.5%
Left 4 Dead 2, 24-hour player count trend: 6,902 to 32,349 (+5.5% over 24 hours)
5PUBG: BATTLEGROUNDSunavailable · +4.2%
PUBG: BATTLEGROUNDS, 24-hour player count trend: 97,127 to 773,193 (+4.2% over 24 hours)
6Overwatch®unavailable · +3.5%
Overwatch®, 24-hour player count trend: 28,019 to 60,220 (+3.5% over 24 hours)
7Battlefield™ 623,079+2.4%
Battlefield™ 6, 24-hour player count trend: 13,116 to 64,782 (+2.4% over 24 hours)
8Terraria21,571+2.2%
Terraria, 24-hour player count trend: 12,891 to 47,214 (+2.2% over 24 hours)
9Limbus Company26,276+2.2%
Limbus Company, 24-hour player count trend: 15,808 to 41,147 (+2.2% over 24 hours)
10Garry's Mod12,029+2.1%
Garry's Mod, 24-hour player count trend: 11,776 to 28,124 (+2.1% over 24 hours)

Falling

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

Games with the biggest 24-hour losses, top 10
#GamePlayers now24h changeLast 24 hours
1ARC Raiders38,691−24.9%
ARC Raiders, 24-hour player count trend: 34,731 to 87,656 (−24.9% over 24 hours)
2Eternal Return6,008−13.8%
Eternal Return, 24-hour player count trend: 2,103 to 19,663 (−13.8% over 24 hours)
3Where Winds Meet6,319−6.4%
Where Winds Meet, 24-hour player count trend: 4,140 to 17,671 (−6.4% over 24 hours)
4Total War: WARHAMMER III21,594−6.1%
Total War: WARHAMMER III, 24-hour player count trend: 14,616 to 47,033 (−6.1% over 24 hours)
5Yu-Gi-Oh! Master Duel11,121−5.3%
Yu-Gi-Oh! Master Duel, 24-hour player count trend: 7,274 to 22,307 (−5.3% over 24 hours)
6Farming Simulator 2510,984−5.2%
Farming Simulator 25, 24-hour player count trend: 9,260 to 44,892 (−5.2% over 24 hours)
7Don't Starve Together19,308−5.0%
Don't Starve Together, 24-hour player count trend: 8,274 to 47,288 (−5.0% over 24 hours)
8BeamNG.drive12,291−4.7%
BeamNG.drive, 24-hour player count trend: 12,276 to 38,817 (−4.7% over 24 hours)
9Euro Truck Simulator 211,374−4.4%
Euro Truck Simulator 2, 24-hour player count trend: 9,896 to 44,639 (−4.4% over 24 hours)
10Monster Hunter Wilds13,038−4.3%
Monster Hunter Wilds, 24-hour player count trend: 4,675 to 33,733 (−4.3% over 24 hours)

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 →