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37 CCU avg is a dead game, that’s admirable they put a best effort into making their last players happy. That also means, while a little embarrassing to lose code, it’s not a big deal. And it’s also not surprising they’d edit the code on the server and not have it in SVN, game development is full of sins like that.

Update: corrected to CCU from MAU



For context the current CCU makes it the 1,898th most played game on steam right now (out of 10,772 games that have at least one player).

The drop off comes very quickly!

1st most played game has 694,472 CCU (Counter-Strike: Global Offensive)

25th most played game has 19,744 CCU (Terraria)

50th most played game has 13,172 CCU (Counter-Strike)

100th most played game has 4,367 CCU (Sims 3)

500th most played game has 529 CCU (Octopath Traveller)

1000th most played game has 167 CCU (Shadowrun Hong Kong)

10000th most played game has 1 CCU


> The drop off comes very quickly!

Yep, power laws at work. Look at Twitch viewer numbers for another real time example. The distribution is always concentrated at the top, followed by a long tail. Also the case with the best selling apps, books, movies, etc.


OT, but I'd be interested in where Fortnite, Minecraft, and League of Legends would hypothetically fit in that list.

Heck, I think Roblox would have them all beaten.


In 2014 Riot released numbers of 7.5MM peak concurrent players for League of Legends (off a MAU 67MM) and in 2016 reported a MAU of 100MM (but no new concurrency figures). Those are old stats but still useful for comparison.

Disclaimer: I work at Riot but don't have any internal numbers to share.


Wanted to jump back in here now that new public information is available, for August 2019 there was a daily average of 8MM peak concurrent players.

https://na.leagueoflegends.com/en/news/game-updates/special-...


Steam Charts shows concurrent users (CCU), not MAU.


Could be advertising for their next game.




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