As noted by industry analyst Daniel Ahmad on Twitter, PUBG saw its concurrent peak player count climb to 668,707 on Steam following its shift to free-to-play earlier today, beating its previous two month highs by more than 300k players.

There's some consolation for those that purchased PUBG: Battlegrounds while it was still a full-price title at least; returning and current players who already bought the game before the switch will see their accounts automatically upgraded to Battlegrounds Plus. This includes access to Ranked mode, the ability to create custom matches, a 100% XP boost, 1,300 G-Coins, and a bundle of cosmetics rewards - all of which would normally cost $12.99 USD.


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It's not all that surprising, and mimics the games' respective numbers of concurrent players. PUBG's player count has fallen from its peak of more than 3 million in January to a steady 2.7 million, which is still massive, but Fortnite has leapfrogged it my pulling in more than 3.4 million players at a time.

According to data from the analytical portal Steam Charts, the average online player count for PUBG in August 2023 increased by 10% compared to July. This marked the first positive change in six months for this battle royale game. In August, the average player count reached 180,000, whereas in July, it was at 163,000.

The PUBG player count has remained strong after so many years of popularity, and December 2023 has been no different. PUBG is the originator of the modern battle royale craze, inspiring games like Fortnite and Warzone to follow suit.

A strong player count is required for large-scale multiplayer games like these, as you need a lot of players to fill out matches. If you want to learn more about the game, check out the player count details below, and the PUBG ranks for more info.

According to ActivePlayer.io, the monthly PUBG player count is roughly 320 million players. This marks it firmly as one of the most played games in the world. However, if this number seems astronomical compared to other games on Steam, there is a good reason for this.

These numbers account for all platforms the game is available on, and markets the game is available in. Considering the immense popularity of the mobile version of the game in countries like India, this likely explains where the bulk of the massive player base comes from.

ActivePlayer.io provides us with information about the daily PUBG player count in 2023, with the game averaging an estimated 20 million players a day for the past few months. This is down from last year, where it never dropped below 23 million players a day.

Steamcharts.com also provides us with some concrete information about the PC player base for the game. The player count frequently peaks at over 400,000, while the average player count hovers around 160,00-190,000.

The game's peak viewer count for Twitch came back in July 2018, when viewership reached 597,663. This was during the height of the game's success when it routinely reached over 2 million players at its peak on Steam.

Looking at different PUBG players by country stats, we can determine that the game is by far the most popular in the US. The States even have more players than India, which stands at 7.98%. The top five list includes Brazil (6.5%), Turkey (5.63%), and Russia (4.76%).

PUBG is inarguably one of the games that started the modern Battle Royale craze, but it hasn't enjoyed the same level of success as its contemporaries in recent years. Although it's sold well over 70 million units, the game's original creator Brendan Green has left to start his own company and the PUBG player count has remained relatively stagnant over the last year (at least on Steam).

The higher PUBG player count has also led to a spike in Steam reviews, roughly 3,000 of which are positive and 4,000 of which are negative. Recent reviews prior to the free-to-play release have been slightly more positive than not, so it seems that there is some pessimism over the free-to-play launch either from prior players or new players not finding it quite their cup of tea.

When looking at the data from SteamSpy, there over 26 million Steam accounts in possession of PlayerUnknown's Battlegrounds, so it stands to reason that the bans represent a pretty significant portion of that user base. Plus, BattlEye has reported an ever-increasing number of bans in the last few months, resulting in a total of 50,000 in August, 300,000 in October, 700,000 in November, and now 1.5 million in December.

According to data from SteamCharts, PUBG's peak player count reached its highest point ever in January 2018 at 3,236,027 yet over the last 30 days, the best the game has mustered is 1,861,002 players. Similarly, the average player count has dropped from 1,584,886.8 users in January to just 843,218.6 users over the last month.

The latter figure in particular is extremely impressive, as it does not include the Chinese market. In this country, PUBG Mobile was withdrawn from distribution at the beginning of May after Tencent failed to obtain permission from local officials to profit from the game. Shortly afterwards, a rewritten version called Game for Peace was released, in which the defeated enemies do not die, but only surrender, and at every step you can find patriotic propaganda. The project is advertised as something new, but in reality, even the progress in the game with the original has been preserved.

PUBG is not, of course, the first game of its type. The last-man-standing formula has previously been explored in other games, most notably those by Brendan 'PlayerUnknown' Greene such as H1Z1: King of the Hill and the Battle Royale mod for DayZ. The success of PUBG has breathed new life into the concept, with countless developers exploring how it apply to their games - Rockstar, for example, has added a battle royale-style Motor Wars mode to Grand Theft Auto Online.

The way the article counts games has to be uniform. Saying there have been ~200 games played on LT and almost 200,000 on Python is so wildly unrepresentative and misleading that that portion of the article becomes useless. Are we counting iccup, are we using TLPD or what? I like the idea of both but, if that is what is decided, we have to make it apparent to the reader that iccup wasn't around to count the YEARS and YEARS where LT was almost the only thing being touched.

How do I remove the LGBTQ+ filter from my suggested channel tags?

I really don't care, don't support, and don't want to see any LGBTQ+ tags in my Twitch space. I'm straight and such tags make me unsafe and anxious. I wish don't see any channels and any mentions of this community in my Twitch account - how could I do it?

There are many good posts in this section that try to address the issues with highlighting relevant content for viewers and support discovery of channels where viewers will be engaged in a way that leads them to support the content creator and platform. The problem is that Twitch has become increasingly solely depended on a cornerstone of viewer count which provides little to no value and detracts from the actual value and outcomes of engagement on the platform.

Channels are often avoided or attended because the primary metric is focused on viewer count. This is basic psychology at work and here are some examples that elaborate on this concept the premise for this post is presented.

10 to 50 or 100

Channels with 10-50 viewers can begin to look attractive for people looking for personal engagement and belonging with community. This could have been truer with channels of lower viewer counts that were simply missed opportunities but in practice this is seen on the platform. Channels with 50-100 viewers can additionally attract people who want to be able to consume content but not necessarily be personally actively engaged with the content. Again, this could have been truer with channels of lower viewer counts but it is not possible to determine given the primacy of viewer count on the platform.

Recommendation: No Viewer Count Mode

This feedback is to recommend the implementation of a trial feature or mode that enables viewers to browse Twitch that completely hides the count of current viewers. This could be piloted once a minimum viable product has been developed and I feel confident would be met with a mostly positive reception. Recalling the above examples, the obvious trends become a sub-set of personality and mood that viewers approach the platform with and what they are seeking out of the entertainment and content.


Consider the increased value then to being able to make permanent or temporary selections based on your desired outcome as a viewer from the platform. These could include I would like to find a community that has certain characteristics or features certain content. Channels that feature people who look like me, channels featuring content I am interested in or channels that feature a streamer with certain characteristics and a variety of entertainment.

Similar to the "LIVE" and viewer count corner overlays ("tw-media-card-image__corners") on live channel preview thumbnails, I believe an uptime counter should show up on hover state, giving the user an idea of how long the stream has been live. Whether it is to discern if your favorite streamer is nearing the end of their broadcast (based on schedule) or for how long they have already been playing the game you were hoping to watch, uptime can play an important role in determining who, how, and when you'll watch. Providing such information without having to click all the way into a stream would be very helpful. 17dc91bb1f

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