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.
| # | Game | Players now | 24h change | Last 24 hours |
|---|---|---|---|---|
| 1 | Call of Duty® | 67,744 | +80.8% | |
| 2 | EA SPORTS™ Madden NFL 27 | 1,920 | +6.3% | |
| 3 | R.E.P.O. | 6,681 | +5.6% | |
| 4 | Left 4 Dead 2 | 18,518 | +5.5% | |
| 5 | PUBG: BATTLEGROUNDS | unavailable · | +4.2% | |
| 6 | Overwatch® | unavailable · | +3.5% | |
| 7 | Battlefield™ 6 | 23,079 | +2.4% | |
| 8 | Terraria | 21,571 | +2.2% | |
| 9 | Limbus Company | 26,276 | +2.2% | |
| 10 | Garry's Mod | 12,029 | +2.1% |
Falling
Biggest losses over the last 24 hours, restricted to games that have been running normally for a full 24 hours.
| # | Game | Players now | 24h change | Last 24 hours |
|---|---|---|---|---|
| 1 | ARC Raiders | 38,691 | −24.9% | |
| 2 | Eternal Return | 6,008 | −13.8% | |
| 3 | Where Winds Meet | 6,319 | −6.4% | |
| 4 | Total War: WARHAMMER III | 21,594 | −6.1% | |
| 5 | Yu-Gi-Oh! Master Duel | 11,121 | −5.3% | |
| 6 | Farming Simulator 25 | 10,984 | −5.2% | |
| 7 | Don't Starve Together | 19,308 | −5.0% | |
| 8 | BeamNG.drive | 12,291 | −4.7% | |
| 9 | Euro Truck Simulator 2 | 11,374 | −4.4% | |
| 10 | Monster Hunter Wilds | 13,038 | −4.3% |
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.