How Many People Still Play PUBG? Live Players, Recent Peaks, the All-Time Record — and How It Stacks Up

How this was made (method & sample) Source: SteamCharts' records for PUBG (Steam app
578080) — monthly averages and monthly peaks from March 2017 to September 2026, plus daily peaks since July 2026 and hourly player counts since 19 September. Live counts were cross-checked against Steam's officialISteamUserStats/GetNumberOfCurrentPlayers. Comparison games come from the same source over the same window (16 popular Steam titles). The daily-cycle analysis uses 30 days, 2026-09-19 to 10-19, 721 hourly points. Captured 2026-10-20. Every number here is Steam-only — the Korean Kakao client, console and PUBG Mobile are not included.
"Does anyone still play PUBG?" is one of the most common questions asked about the game. The answer usually depends on how long the person answering waited in queue that day — but queue time is a terrible metric, tangled up with region, time of day, mode and rank.
Steam's concurrent player count is one of the few numbers you can look up publicly, trace back in time, and compare directly with other games. This article reads it on three time scales: how many people play now, where the recent peaks are, how high it went historically — and then places PUBG back in Steam's rankings.
Now: 300K on average, 800K in the evening
The most direct numbers, for the 30 days up to 19 October 2026:
| Metric | Value |
|---|---|
| 30-day average concurrent players | 308,252 |
| 30-day peak | 803,207 (Sat 17 Oct, 14:00 UTC) |
| Last 24-hour peak | 767,770 |
| Average daily low | ~84,000 |
| Rank on Steam by concurrent players | #3 (behind CS2 and Dota 2) |
The gap between "300K average" and "800K peak" says a lot: PUBG's player count isn't a flat line, it's one big wave a day. More on that below.
Note the climb in mid-October. From 1 to 6 October, daily peaks sank to 600–630K, the lowest of the past three months. On 14 October, the day PC Update 43.2 (with the Bentley collaboration) went live, the daily peak jumped to 784K, and three days later hit the 803K recent high. September had the same shape: 654K on 9 September, 772K the next day, in Update 43.1's week. The monthly update is still PUBG's most reliable way to pull players in — roughly +20% on the daily peak, lasting about a week.
Recent peaks: a "birthday wave" every March
Over the last two years, the monthly peaks show two oddly tall bars:
| Month | Monthly average | Monthly peak |
|---|---|---|
| Mar 2025 | 345,527 | 1,329,605 |
| Jul 2025 | 303,261 | 944,484 |
| Mar 2026 | 327,212 | 1,290,870 |
| Apr 2026 | 353,167 | 979,753 |
| Sep 2026 | 306,927 | 788,224 |
In both March 2025 and March 2026, the peak broke roughly 1.3 million. PUBG's Early Access launched on 23 March 2017, and both bars land inside the anniversary-event window. But look at the second column: those March monthly averages were only about 10% above other months. 1.3M is a sharp, brief spike, not a month's worth of players.
That's why we don't recommend judging a game's health by "its Nth-highest peak ever." A single peak can be inflated by one event, a free weekend or a drop campaign; the monthly average is the people who actually play.
The all-time peak: 3.24M, still unbeaten
| Period | Monthly average | Monthly peak |
|---|---|---|
| Jan 2018 (the summit) | 1,584,887 | 3,236,027 |
| 2019 full-year average | 368,059 | — |
| 2021 full-year average (bottom year) | 177,918 | — |
| Jan 2022 (went free-to-play) | 242,322 | 696,704 |
| Jul 2023 (lowest since F2P) | 163,508 | 356,738 |
| Sep 2026 | 306,927 | 788,224 |
3,236,027 concurrent players in January 2018 is still the highest single-game record on Steam. Checked against the same source, the record-setting hits of recent years — Black Myth: Wukong 2.41M, Palworld 2.10M, CS2 1.82M, Dota 2 1.29M — none reaches 75% of PUBG's mark.
By that yardstick, today's PUBG is indeed "not what it was": the 30-day peak is 24.8% of the summit and the monthly average 19.4%. But comparing to 2018 isn't quite fair — that was a paid game in an era when it was the only battle royale in town.
A more useful comparison is the switch to free-to-play on 12 January 2022: the monthly average went from 154K in December 2021 to 242K in January 2022, +57.7% in a month. The bump then faded slowly, all the way down to 164K in July 2023 — the lowest point since going free.
The overlooked trend: three straight years of growth
Compare to the peak and you get a "slowly dying" story. Look at yearly averages and the story flips:
| Year | Yearly average concurrent | Median monthly peak |
|---|---|---|
| 2021 | 177,918 | 427,913 |
| 2022 | 205,399 | 468,207 |
| 2023 | 195,112 | 444,973 |
| 2024 | 285,659 | 719,506 |
| 2025 | 300,271 | 786,821 |
| 2026 (Jan–Sep) | 314,670 | 792,142 |
2026 has PUBG's highest average since 2019, and it's the third consecutive year of growth. From the July 2023 bottom, the monthly average was up 87.7% by September 2026 — nearly double. The biggest jump came between late 2023 and early 2024 (206K in November 2023 → 281K in March 2024); since March 2024 the monthly average has never fallen below 260K.
Our data can't explain why — the same period brought new maps, ranked reworks, a stream of collaborations and anti-cheat policy changes, and any single-cause story is a guess. But that PUBG warmed back up after 2024 is plain in the numbers.
Versus other games: #3 on Steam, #1 in battle royale
Same source, same 30-day window:
| Game | 30-day average | 30-day peak | All-time peak |
|---|---|---|---|
| Counter-Strike 2 | 814,709 | 1,450,705 | 1,818,368 |
| Dota 2 | 614,008 | 1,034,251 | 1,291,328 |
| PUBG: BATTLEGROUNDS | 308,252 | 803,207 | 3,236,027 |
| Apex Legends | 106,586 | 270,994 | 624,473 |
| Rust | 83,406 | 162,249 | 259,646 |
| Delta Force | 67,935 | 141,973 | 246,418 |
| Overwatch | 60,516 | 104,804 | 164,636 |
| Rainbow Six Siege | 58,511 | 106,871 | 200,476 |
| Marvel Rivals | 57,398 | 108,280 | 642,333 |
| ARC Raiders | 53,639 | 185,443 | 465,097 |
| Call of Duty | 29,960 | 107,923 | 488,897 |
| NARAKA: BLADEPOINT | 26,632 | 78,572 | 385,770 |
- In battle royale, PUBG has no rival on Steam. Apex, Delta Force, Call of Duty (incl. Warzone) and NARAKA together average 231K over 30 days — less than PUBG's 308K alone; their peaks add up to 600K, also short of PUBG's 803K. (In fairness: Fortnite isn't on Steam, so it's not in this table.)
- CS2 and Dota 2 are a different weight class, at 2.6× and 2.0× PUBG's average — but neither is as geographically concentrated, as the next section shows.
- New hits peak fast and fade fast. ARC Raiders averaged 241K in January 2026 and 21K in September; Palworld's July update pushed its monthly average to 405K, back to 77K two months later. On stability, nine-year-old PUBG beats most new games.
A 7× day: PUBG's players live in one time zone
This is the finding we find most interesting. Averaging the last 30 days of hourly data by UTC hour:
| UTC | China / Taiwan time | Average concurrent |
|---|---|---|
| 23:00 | 07:00 | 98,362 (daily low) |
| 02:00 | 10:00 | 137,265 |
| 05:00 | 13:00 | 243,174 |
| 08:00 | 16:00 | 364,440 |
| 11:00 | 19:00 | 427,541 |
| 14:00 | 22:00 | 689,672 (daily high) |
| 17:00 | 01:00 | 327,389 |
| 20:00 | 04:00 | 185,207 |
Nearly 690K at 10 p.m. China time, under 100K at 7 a.m. — a 7.0× swing. The same method on other games:
| Game | Peak hour (UTC) | Low hour (UTC) | Daily high/low ratio |
|---|---|---|---|
| NARAKA | 13 | 23 | 12.5× |
| PUBG | 14 | 23 | 7.0× |
| Apex Legends | 14 | 23 | 4.2× |
| Delta Force | 14 | 23 | 3.9× |
| CS2 | 14 | 4 | 2.6× |
| ARC Raiders | 19 | 8 | 2.5× |
| Rust | 17 | 5 | 2.3× |
| Dota 2 | 15 | 1 | 2.1× |
The higher the ratio, the more the players are packed into one time zone — if they were spread evenly worldwide, one zone would be awake while another sleeps and the curve would flatten. PUBG, NARAKA, Delta Force and Apex all peak at 13–14 UTC and bottom out at 23 UTC — evening and early morning in China and East Asia. CS2, Dota 2 and Rust sit around 2×: genuinely global games.
This matches our previous random-match-sample article exactly: 73.9% of PUBG matches start in the 06–17 UTC Asian window, and 39.1% of the last year's Steam reviews are in Simplified Chinese. Two fully independent sources pointing the same way.
Day of the week, by contrast, barely matters: Saturday's average daily peak is 738K, the lowest (Tuesday) 698K — a 6% gap. What decides how many people are on PUBG is the hour, not the weekday.
What it means for you
- Queue time isn't the game's popularity, it's your time zone. Queueing late at night in North America or Europe, you face the smallest pool of the day — about a seventh of the peak. Long waits, messy matchmaking and more bots in normal mode all follow from that.
- Asian evenings are PUBG at its fullest. Normal-mode bots exist to fill empty slots, so the biggest pool of the day should also have the highest human share. If you want to practise seriously, that's the statistically best time.
- "PUBG is dead" doesn't hold up. It's three-quarters below its summit, but nearly double what it was three years ago — and still the third most-played game on Steam right now.
Honestly: what we couldn't verify
- Steam only. Korea's Kakao client has its own player pool (
pc-kakaostill has a full official leaderboard), and console and PUBG Mobile aren't in Steam's numbers either. PUBG's true total is certainly higher, with Korea notably undercounted. - Concurrent players ≠ player count. Daily actives behind a 300K concurrent average are much higher, but Steam doesn't publish DAU and we don't convert.
- Third-party data. SteamCharts samples Steam on a schedule, and peaks differ slightly between trackers (March 2026 is logged at 1.29M on some, 1.33M on others). Every number here is from one source, so they compare with each other, but may not match other sites to the digit.
- We can't measure idle or farming accounts in the count. That's true of every Steam game, but may matter more for games with drops and a trading market.
- The birthday wave and update effects are correlation, not causation. Peaks coincide with anniversaries and updates; we can't rule out other events in the same window.
Conclusion
Three time scales, three answers. Now: a 308K average and 803K peak, #3 on Steam. Recently: around 1.3M every March anniversary, with each monthly update lifting the daily peak by about a fifth. Historically: the 3.24M record remains unbeaten on Steam, and today is about a quarter of it.
The underrated fourth number: the yearly average has risen three years running, and 2026 is the best year since 2019. PUBG hasn't gone back to 2018 and won't — it has become an Asia-centred, remarkably stable game with no battle royale rival on Steam.
300,000 people online at once — where do your numbers sit? Look up your own matches on L!NCHPIN and see how your K/D, damage and survival time compare with players in your region and rank.
Data is a single snapshot taken 2026-10-20 from SteamCharts and Steam's official API, Steam platform only. Historical numbers follow SteamCharts' monthly records and may differ slightly from other trackers.