Steam current-player service
The current-player response for app 3393110 supplies the changing player count. Each successful response gets its own UTC capture time. Steamworks documents the endpoint and what it returns.
The Steam launch report
Launch-day peak, player snapshots and review data.
Steam only. Every number has a source.
Steam player snapshot · 12 Oct 2026 14:15 UTC
310,017
Recorded snapshot · Steam only
58.8%
26,358 reviews · All languages
12 Oct 2026 14:00 UTC
05 OCT 2026
13:00 UTC · Advanced Access: 30 Sep
Steam player counts and reviews are snapshots, not all-platform totals. All times are UTC.
The early-access phase
Official opening · 13:00 UTC
Steam concurrent players
Sourced milestones, not a continuous time series. A complete first-week series is not available here.
AION 2 reached 397,905 concurrent Steam players on its release day. This shows a substantial audience playing at the same time.
It does not tell us total players, sales or retention. For ongoing activity, view the latest recorded player count.
A peak is a useful measure of launch interest: it tells us how many people Steam recorded in the application at one moment. It does not add together everyone who played earlier or later that day. The date attached to 397,905 matters, too. We use it as a release-day reference, rather than treating it as today’s player count or claiming it will remain the game’s highest-ever record.
The September 30 Advanced Access phase and October 5 full release are separate milestones. Different access conditions mean their audiences should not be treated as directly comparable launch windows. Neither the peak nor a later snapshot reveals paying-player conversion, costs or revenue. To establish whether players returned, we would need cohort data following the same players over time; a series of aggregate concurrent counts cannot answer that question on its own.
Latest recorded count
310,017
Recorded snapshotCaptured:
This is a recorded snapshot. The number may have changed since it was captured. Steam counts describe simultaneous activity, so comparing this observation with the launch-day peak does not measure the percentage of individual launch players who returned.
Our own tracking began at . The recent entries here show the limited observations available to this site. They do not establish a complete daily high or a weekly trend, and the collector cannot recover counts from before tracking began.
Collection is scheduled every 5 minutes. A snapshot more than 15 minutes old is marked “Update delayed”; a failed request preserves its original time.
View all recent player observations| Capture time (UTC) | Players |
|---|---|
| 310,017 | |
| 310,017 | |
| 302,498 | |
| 302,498 | |
| 302,498 |
Recorded samples only. A missing observation is not a count of zero.
58.8% positive
The snapshot counts 15,498 positive and 10,860 negative reviews, making 26,358 counted reviews in total. The displayed 58.8% comes from positive reviews divided by that total, rounded to one decimal place. This keeps the bar, counts and percentage consistent with one captured response.
These reviews are cumulative as of their capture time. They are not a collection limited to release day, and the headline score does not tell us why individual reviewers liked or disliked the game.
We request all languages and all purchase sources, with Steam’s off-topic activity filter applied. A Steam store page using a narrower language or purchase filter can produce another total or percentage. Capture times can also differ. Check those settings before treating a mismatch as a calculation error.
Submitted reviews reflect people who chose to write a review. They do not survey every player, measure satisfaction across other launchers, or establish the game’s sales or profitability. Review collection is scheduled every 30 minutes and receives its own delayed label after 2 hours without a successful update.
Coverage matters before calculations. We do not fill an unavailable value with zero, interpolate gaps or work backward from today’s count to invent first-week history. The 95% sampling-coverage threshold described in our methodology is a condition for publishing a daily average; it does not turn a snapshot into a daily total or guarantee that sampling captures the true peak.
SteamDB recorded 397,905 concurrent players on October 5, 2026. We identify this as the launch-day record. The source identifies the date; we do not invent an exact peak time.
The full release opened on October 5, 2026 at 13:00 UTC. Advanced Access began on September 30. See the NC release announcement and official Steam page.
No. The Steam player-count endpoint measures players active through Steam. It does not provide the game’s total cross-platform audience or include players using PURPLE independently.
No. Concurrent players are people playing at the same time. This is different from unique players over a day or month, owners and paying users.
A complete first-week series has not been verified for this site. We show sourced milestones and record observations from the start of our own coverage. We do not reconstruct missing history.
Launch records come from SteamDB; release information comes from NC and Steam. Current-player and review snapshots come from Steam’s services. See our data sources and methodology for filters, capture times and missing-data handling.
They show activity on Steam. Revenue, costs, paying-player conversion and cohort retention are separate measures that cannot be calculated from this count alone.
The current-player response for app 3393110 supplies the changing player count. Each successful response gets its own UTC capture time. Steamworks documents the endpoint and what it returns.
SteamDB’s AION 2 chart supplies the 397,905 launch-day record and its date. We cite that published record separately; we do not automatically scrape SteamDB or label it as an observation from our collector.
The NC announcement and official AION 2 store page establish the release phases. The milestones show those events, rather than implying continuous player measurements between them.
Steam’s review service supplies aggregate positive and negative counts using the filters stated above. Its capture time is independent of the player-count response, because these are different data requests.
For the full collection schedule, definitions and missing-data policy, read the methodology.