The player population numbers in Albion Online are an often talked about topic.
In this thread, we will share key population numbers with you, provide important background information and present you with an outlook of how we see the population developing going forward.
Population metrics in games
Different metrics are used when talking about population in online games.When making comparisons, it is extremely important to base them on the same metric.
Often, huge numbers are thrown around for marketing purposes without much meaning.
For example, if the number of “players” is mentioned without much extra info. This could mean anything. Often, players are counted even if they are inactive, or if they just played once in the last quarter.
For an MMO, it’s important that the world is active and there are lots of people to interact with. The metric for this is “concurrent users” (CCU). It measures how many players are online in the game at the same time, hence measuring the actual in-game activity.
It’s much different from “daily active” or “weekly active users”, as for these metrics, logging in just once per day or week already counts - they do not necessarily tell you much about the actual in-game activity. Somebody who plays just 1 minute per day counts the same as somebody who puts in 8 hours.
Albion Online is a hardcore game, meaning that the average daily active player puts in about 4 hours per day. Also, weekly active Albion players play on average for 4 days per week.
These numbers are much higher than in typical MMO games. This means that a weekly active user in Albion Online creates much more actual in-game activity as a weekly active player in a typical MMORPG game.
Also note that weekly active players (which you can approximate somewhat through Albion's in-game leaderboards) do not fully correlate with CCU numbers. The reason for this is that the least active players are the most likely to quit, and the most active players are the least likely to quit - on average, players who quit are not as active as those who play on. Hence, a 10% reduction in weekly active players does not translate into a 10% reduction of CCUs.
Albion’s Numbers
Actual in-game activity
What matters most in an MMORPG is how active the world actually feels. Are zones and cities populated? Do you often encounter other players? Can you find action if you are looking for it?
The very clear answer to this is “yes”. In fact, when you look at how often you meet and interact with other players, we’d go further and say that Albion Online certainly feels more active than most other MMORPGs on the market right now.
A good indicator for this is how active the main cities are. Caerleon currently has a total of 745 players, and the royal cities are at around 100 each. Below, find some screenshots of Caerleon to get a feel for how this looks like.




Assessment
At launch, the hype around Albion Online was much bigger than what we expected. We had a peak CCU value of close to 30.000 players. It's fair to assume that alot of these players were not familiar with what playing a hardcore sandbox MMORPG entails.
Coming from such a high level, the subsequent & expected drop of players numbers looks bad in relative terms, in the same way that getting a B on a test might feel bad if you had gotten straight As on the 10 tests before that.
In absolute terms, the current activity numbers that we see right now are a great!
Outlook
After the initial release rush the population will taper off heavily. This is true for almost all online games released today. The tapering should stop eventually and reach a saddle point, as illustrated by the chart below.

At the saddle point, the population will be pretty stable and ideally, will start growing. This will be supported by us continuing to improve and expand the game.
There is a serious of strategic measures that will support this:
In this thread, we will share key population numbers with you, provide important background information and present you with an outlook of how we see the population developing going forward.
Population metrics in games
Different metrics are used when talking about population in online games.When making comparisons, it is extremely important to base them on the same metric.
Often, huge numbers are thrown around for marketing purposes without much meaning.
For example, if the number of “players” is mentioned without much extra info. This could mean anything. Often, players are counted even if they are inactive, or if they just played once in the last quarter.
For an MMO, it’s important that the world is active and there are lots of people to interact with. The metric for this is “concurrent users” (CCU). It measures how many players are online in the game at the same time, hence measuring the actual in-game activity.
It’s much different from “daily active” or “weekly active users”, as for these metrics, logging in just once per day or week already counts - they do not necessarily tell you much about the actual in-game activity. Somebody who plays just 1 minute per day counts the same as somebody who puts in 8 hours.
Albion Online is a hardcore game, meaning that the average daily active player puts in about 4 hours per day. Also, weekly active Albion players play on average for 4 days per week.
These numbers are much higher than in typical MMO games. This means that a weekly active user in Albion Online creates much more actual in-game activity as a weekly active player in a typical MMORPG game.
Also note that weekly active players (which you can approximate somewhat through Albion's in-game leaderboards) do not fully correlate with CCU numbers. The reason for this is that the least active players are the most likely to quit, and the most active players are the least likely to quit - on average, players who quit are not as active as those who play on. Hence, a 10% reduction in weekly active players does not translate into a 10% reduction of CCUs.
Albion’s Numbers
- Highly active WoW servers on average have around 2.000 CCUs. For an average WoW server, it can be much lower than that. (based on crowd-sourced data)
- Our daily average is close 4.000 CCU. Peaks can go up to 6.000.
- This puts Albion at around 2 well-populated WoW servers.
- This is also more than 3 times the numbers that we had during our last beta phase, which was the most popular one.
- On Steam, it would put us well into the top #100 right now, in the neighbourhood of some of the most successful niche games such as Elite Dangerous, Factorio, Rimworld and Cities Skylines, despite our more expensive pricing policy.
- Note: for those of you who look at fame rankings to estimate weekly active players: only the "last week" setting is accurate, as the "this week" setting goes by calendar week, hence, for example, if you check it on Monday, you only have 1 day worth of data.
Actual in-game activity
What matters most in an MMORPG is how active the world actually feels. Are zones and cities populated? Do you often encounter other players? Can you find action if you are looking for it?
The very clear answer to this is “yes”. In fact, when you look at how often you meet and interact with other players, we’d go further and say that Albion Online certainly feels more active than most other MMORPGs on the market right now.
A good indicator for this is how active the main cities are. Caerleon currently has a total of 745 players, and the royal cities are at around 100 each. Below, find some screenshots of Caerleon to get a feel for how this looks like.
Assessment
At launch, the hype around Albion Online was much bigger than what we expected. We had a peak CCU value of close to 30.000 players. It's fair to assume that alot of these players were not familiar with what playing a hardcore sandbox MMORPG entails.
Coming from such a high level, the subsequent & expected drop of players numbers looks bad in relative terms, in the same way that getting a B on a test might feel bad if you had gotten straight As on the 10 tests before that.
In absolute terms, the current activity numbers that we see right now are a great!
Outlook
After the initial release rush the population will taper off heavily. This is true for almost all online games released today. The tapering should stop eventually and reach a saddle point, as illustrated by the chart below.
At the saddle point, the population will be pretty stable and ideally, will start growing. This will be supported by us continuing to improve and expand the game.
There is a serious of strategic measures that will support this:
- Marketing campaigns accompanying major game updates (each update will get at least a small push from us, the next large one is planned for the Lancelot update)
- New refer-a-friend system
- iOS release and Android app store integration
- Digital distribution platforms (such as Steam)