

Albion Online
LiveRPGMMORPG
- Platforms
- Release:
- 2015
- Developer:
- Sandbox Interactive GmbH
- Scale:
- Average concurrent players7,880
- Player rating:
- 78.5% · 93.6K
- Profile data as of:
- August 29, 2026
Albion Online is a fantasy sandbox MMORPG featuring a player-driven economy, classless combat system, and intense PvP battles. Explore a vast open world full of danger and opportunity. Grow your wealth, forge alliances, and leave your mark on the world of Albion.
Screenshots
Images from the source page, in source order. Select an image to view it full size.
Videos
Videos from the game’s source page, in source order. Select one to open the original.
Overview
- Franchise
- Unknown
- Release date
- Windows — 2015
- macOS — 2015
- Linux — 2015
- Xbox Series X|S — 2026
- iOS — 2021
- Android — 2021
- Developer
- Publisher
- Age rating
- ESRB E10+ — Everyone 10+ · IGDB mirror
- PEGI 12 — age 12+ · IGDB mirror
- ClassInd 12 — Ages 12+ · Steam Store
- Content warnings
- Not specified by the storefront
- Interaction modes
- MultiplayerOnline PvPCross-platform play
- Session capacity
- Unknown
- Access model
- Free to play
- Monetization
- In-app purchases
- Storefront price
- Unknown
- Store contents
- 154 Achievements · Steam Store, August 29, 2026
- Languages
- EnglishRussianGermanFrenchSpanishPortuguesePortuguese, BrazilItalianPolishTurkish
Classification
- Genres
- RPGMMORPGEvidence:
- Setting and subject matter
- Fantasy Evidence:
- Camera
- Isometric Evidence:
- Visual style
- Unknown
- Combat system type
- Unknown
Scale
Concurrent players · period average
7,880
August 16, 2026 — September 15, 2026
- Detailed value
- 7,879.16
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Average concurrent Steam players over 30 days from Steam Charts: 7,879
- Date observed
- September 15, 2026
- Source
- Steam Charts
Concurrent players · period peak
12,300
August 16, 2026 — September 15, 2026
- Detailed value
- 12,286
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Peak concurrent Steam players over 30 days from Steam Charts: 12,286
- Date observed
- September 15, 2026
- Source
- Steam Charts
- Ratings
- players78.5% · 93.6KSteam, US storefront · Steam reviews
- players77.9%Global · IGDB mirror
- critics87.5%Global · IGDB mirror
- Last update
- September 2, 2026 — New Music and Wallpaper is Here (20 updates over 90 days) · Steam update feed
Concurrent players
period average · May 2018 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- ×5.5increase from 1,380 (May 2018) to 7,610 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 100
Mechanics
Key game systems from the Mechanics Catalog. Assessment axes are independent and are not combined into a single score. An unassessed mechanic is unknown, not absent.
A persistent player organization created or recognized by the game itself, with a stable membership, a life beyond one session, a shared identity, functions, and goals.
Official evidence establishes Guild Warfare, shared progression, managed assets, organization-level conquest goals, territory competition, and strong integration with attacks and infrastructure. The supported result is a major gameplay system; governance and the full world-shaping threshold remain Unknown.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Participants:
- A player joins a Guild; server and account-versus-character boundaries remain unknown.
- Participation format:
- Contributions, coordinated combat, and territorial strategy form the documented collective contour.
- Depth:
- at most 4 of 5 — Major gameplay system
- What limits the result:
- Governance and permissions: Level 4 is an upper bound because governance remains Unknown; the evidence does not establish all criteria for a world-shaping institution.
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible count of unique mechanic participants and active eligible players was found for the same observation window.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Medium— The cited official material supports the recalibrated level 4 and each scored component. Governance and the complete world-shaping threshold remain unknown.
Component scores (0–4):
- Identity and communication1 of 4 — The cited evidence supports score 1 for identity and communication; criteria not stated by the source were not inferred.
- Governance and permissionsNot assessed — The targeted official-source review did not establish governance; source silence was not converted to score 0.
- Shared progression3 of 4 — The cited evidence supports score 3 for shared progression; criteria not stated by the source were not inferred.
- Shared assets and economy3 of 4 — Territory control generates passive guild income and supports upgradeable infrastructure, establishing managed assets but not the full autonomous economic-subject criterion for score 4.
- Collective goals and content3 of 4 — Guild conquest, raids, castles, and challenges support substantial organization-level content; a fully interdependent long-term strategic program was not established.
- Competition, territory, and politics4 of 4 — The cited evidence supports score 4 for competition and territory; criteria not stated by the source were not inferred.
- Game integration4 of 4 — The cited evidence supports score 4 for game integration; criteria not stated by the source were not inferred.
research draft · methodology 0.4 · September 2, 2026
Assessment scope: Territorial play in the Outlands
Official evidence establishes Guild Warfare, shared progression, managed assets, organization-level conquest goals, territory competition, and strong integration with attacks and infrastructure. The supported result is a major gameplay system; governance and the full world-shaping threshold remain Unknown.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Participants:
- A player joins a Guild; server and account-versus-character boundaries remain unknown.
- Participation format:
- Contributions, coordinated combat, and territorial strategy form the documented collective contour.
- Depth:
- at most 4 of 5 — Major gameplay system
- What limits the result:
- Governance and permissions: Level 4 is an upper bound because governance remains Unknown; the evidence does not establish all criteria for a world-shaping institution.
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible segment-specific numerator and active eligible denominator were found for the same observation window.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Medium— The cited official material supports the recalibrated level 4 and each scored component. Governance and the complete world-shaping threshold remain unknown.
Component scores (0–4):
- Identity and communication1 of 4 — The cited evidence supports score 1 for identity and communication; criteria not stated by the source were not inferred.
- Governance and permissionsNot assessed — The targeted official-source review did not establish governance; source silence was not converted to score 0.
- Shared progression3 of 4 — The cited evidence supports score 3 for shared progression; criteria not stated by the source were not inferred.
- Shared assets and economy3 of 4 — Territory control generates passive guild income and supports upgradeable infrastructure, establishing managed assets but not the full autonomous economic-subject criterion for score 4.
- Collective goals and content3 of 4 — Guild conquest, raids, castles, and challenges support substantial organization-level content; a fully interdependent long-term strategic program was not established.
- Competition, territory, and politics4 of 4 — The cited evidence supports score 4 for competition and territory; criteria not stated by the source were not inferred.
- Game integration4 of 4 — The cited evidence supports score 4 for game integration; criteria not stated by the source were not inferred.
research draft · methodology 0.4 · September 2, 2026
An in-game system where player decisions materially influence at least part of the production, supply, distribution, or price of in-game value.
The cited materials document a player-driven market historically, but the retained evidence does not establish current applicability of the complete methodology section 12.11 profile at the 2026-09-02 observation boundary. Presence and Depth remain Unknown for this exact boundary.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No adoption, relevance, structural-expectation, or dependency conclusion is derived while Presence remains Unknown for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The strongest market description dates from 2014. Later cited materials cover individual functions, but the retained set does not establish the current complete exchange, supply, restriction, binding, sink, and external-layer profile required for publication.
research draft · methodology 0.2 · September 2, 2026
Assessment scope: Play as a trader or crafter
The cited materials document a player-driven market historically, but the retained evidence does not establish current applicability of the complete methodology section 12.11 profile at the 2026-09-02 observation boundary. Presence and Depth remain Unknown for this exact boundary.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No adoption, relevance, structural-expectation, or dependency conclusion is derived while Presence remains Unknown for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The strongest market description dates from 2014. Later cited materials cover individual functions, but the retained set does not establish the current complete exchange, supply, restriction, binding, sink, and external-layer profile required for publication.
research draft · methodology 0.2 · September 2, 2026
A system where players or organizations capture, hold, and use parts of the game world with lasting consequences.
Assessment scope: Outlands territories, castles, and hideouts
Guild Seasons document territory conquest, raids, seasonal resets, passive guild income, upgrades, points, and alliance control costs. The excerpts do not establish a major territorial-system depth.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- 2 of 5 — Contested objectives
- What ownership gives the owner over others:
- Resources or income from the territory itself
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- High— 1 primary URL was reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.
Component scores (0–4):
- Capture and contest2 of 4 — Score 2 is a conservative ceiling: the excerpt confirms conquest and raids but not the preparation, defense, or layered warfare required for higher scores.
- Ownership benefits: assets, income, and access3 of 4 — Score 3 is supported by passive Siphoned Energy income from controlled territories; the excerpt does not establish score 4's strategic dominance.
- Competition points and rewards2 of 4 — Score 2 is supported by territory-generated Season Points; the excerpt does not establish that this is the main way to win the cycle.
- Ownership duration2 of 4 — Score 2 for cross-session persistence is bounded by the cited official claim: “all territories become neutral and must be recaptured”
- Accumulated development2 of 4 — Score 2 for accumulated development is bounded by the cited official claim: “you can level it up using Power Crystals”
- Space and map strategy1 of 4 — Score 1 is supported by region quality changing point output; the excerpt does not establish connected fronts or supply decisions.
- Collective organization of warfare2 of 4 — Score 2 is supported by guild and alliance ownership effects; the excerpt does not establish required organizational coordination.
- Impact on the wider world2 of 4 — Score 2 for effects on other players is bounded by the cited official claim: “Holding many territories as a guild or alliance also increases the Control …”
- Game integration1 of 4 — Score 1 is supported by the direct link between guild membership and Guild Warfare; broader system integration is not inferred.
research draft · methodology 0.3 · September 2, 2026
Assessment scope: Outlands territories, castles, and hideouts, Outlands play outside the territorial endgame
The reviewed official material documents a territorial system in another or broader contour, but does not resolve transferable, persistent ownership for the exact segment “Outlands play outside the territorial endgame”.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator for this segment.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— On 2026-09-02, the reviewed primary sources did not provide segment-specific evidence for “Outlands play outside the territorial endgame”; the broader contour was not copied into this boundary.
research draft · methodology 0.3 · September 2, 2026
Assessment scope: Outlands territories, castles, and hideouts, Royal Continent play
The reviewed official material documents a territorial system in another or broader contour, but does not resolve transferable, persistent ownership for the exact segment “Royal Continent play”.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator for this segment.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— On 2026-09-02, the reviewed primary sources did not provide segment-specific evidence for “Royal Continent play”; the broader contour was not copied into this boundary.
research draft · methodology 0.3 · September 2, 2026
Assessment scope: Outlands territories, castles, and hideouts, Territorial endgame in the Outlands
Guild Seasons document territory conquest, raids, seasonal resets, passive guild income, upgrades, points, and alliance control costs. The excerpts do not establish a major territorial-system depth.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- 2 of 5 — Contested objectives
- What ownership gives the owner over others:
- Resources or income from the territory itself
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator for this segment.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- High— The supplemental segment boundary was reviewed separately on 2026-09-02. 1 primary URL was reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.
Component scores (0–4):
- Capture and contest2 of 4 — Score 2 is a conservative ceiling: the excerpt confirms conquest and raids but not the preparation, defense, or layered warfare required for higher scores.
- Ownership benefits: assets, income, and access3 of 4 — Score 3 is supported by passive Siphoned Energy income from controlled territories; the excerpt does not establish score 4's strategic dominance.
- Competition points and rewards2 of 4 — Score 2 is supported by territory-generated Season Points; the excerpt does not establish that this is the main way to win the cycle.
- Ownership duration2 of 4 — Score 2 for cross-session persistence is bounded by the cited official claim: “all territories become neutral and must be recaptured”
- Accumulated development2 of 4 — Score 2 for accumulated development is bounded by the cited official claim: “you can level it up using Power Crystals”
- Space and map strategy1 of 4 — Score 1 is supported by region quality changing point output; the excerpt does not establish connected fronts or supply decisions.
- Collective organization of warfare2 of 4 — Score 2 is supported by guild and alliance ownership effects; the excerpt does not establish required organizational coordination.
- Impact on the wider world2 of 4 — Score 2 for effects on other players is bounded by the cited official claim: “Holding many territories as a guild or alliance also increases the Control …”
- Game integration1 of 4 — Score 1 is supported by the direct link between guild membership and Guild Warfare; broader system integration is not inferred.
research draft · methodology 0.3 · September 2, 2026
Structured competition between players with rules and a measurable outcome, usually including skill-based matchmaking.
Official evidence confirms only part of the structured PvP boundary: structured formats. Missing conditions were not inferred.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- at most 1 of 5 — Casual matches
- What limits the result:
- Rating and ladder: Component rating_ladder remains Unknown after mechanic-specific research; the next level’s mandatory condition is not satisfied.
- Partial presence exception:
- Evidence establishes only the cited part of structured PvP; the missing cross-match or rules boundary was not inferred.
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Medium— 1 primary URL was reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.
Component scores (0–4):
- Competitive formats1 of 4 — Score 1 for structured formats is bounded by the cited official claim: “Albion Online is a fantasy sandbox MMORPG featuring a player-driven economy, classless …”
- MatchmakingNot assessed — Primary evidence did not resolve opponent matchmaking; retained as Unknown.
- Rating and ladderNot assessed — Primary evidence did not resolve a recorded rating or leaderboard; retained as Unknown.
- Seasons and rewardsNot assessed — Primary evidence did not resolve seasonal competition and rewards; retained as Unknown.
- Competitive integrityNot assessed — Primary evidence did not resolve competition-integrity controls; retained as Unknown.
- Skill expressionNot assessed — Primary evidence did not resolve skill differentiation; retained as Unknown.
- Game integrationNot assessed — Primary evidence did not resolve links to other game loops; retained as Unknown.
research draft · methodology 0.3 · September 2, 2026
A regular rhythm of meaningful updates, including seasons, patches, events, and a roadmap that supports a long product life.
The retained primary item identifies a release-related fact, but the package does not contain the complete dated release series, cadence observations, support-team boundary, and persistence evidence required by section 15.13. A positive live-service result is therefore not published.
- Access cost:
- Free access
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 15.13 is incomplete.
Component scores (0–4):
- Release cadenceNot assessed
- Release announcementsNot assessed
- Content scope and typeNot assessed
- Seasonal structureNot assessed
- Event calendarNot assessed
- Roadmap transparencyNot assessed
- Response to playersNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026
Assessment scope: Guild and territorial segment
The retained primary item identifies a release-related fact, but the package does not contain the complete dated release series, cadence observations, support-team boundary, and persistence evidence required by section 15.13. A positive live-service result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 15.13 is incomplete.
Component scores (0–4):
- Release cadenceNot assessed
- Release announcementsNot assessed
- Content scope and typeNot assessed
- Seasonal structureNot assessed
- Event calendarNot assessed
- Roadmap transparencyNot assessed
- Response to playersNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026
Assessment scope: Guild competing for season points
The retained primary item identifies a release-related fact, but the package does not contain the complete dated release series, cadence observations, support-team boundary, and persistence evidence required by section 15.13. A positive live-service result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 15.13 is incomplete.
Component scores (0–4):
- Release cadenceNot assessed
- Release announcementsNot assessed
- Content scope and typeNot assessed
- Seasonal structureNot assessed
- Event calendarNot assessed
- Roadmap transparencyNot assessed
- Response to playersNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026
Assessment scope: Segments outside guild and territorial play
The retained primary item identifies a release-related fact, but the package does not contain the complete dated release series, cadence observations, support-team boundary, and persistence evidence required by section 15.13. A positive live-service result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 15.13 is incomplete.
Component scores (0–4):
- Release cadenceNot assessed
- Release announcementsNot assessed
- Content scope and typeNot assessed
- Seasonal structureNot assessed
- Event calendarNot assessed
- Roadmap transparencyNot assessed
- Response to playersNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026
A system for long-term character or account development through levels, skills, equipment, and specializations.
The retained primary item identifies a progression-related fact, but the package does not establish the progression unit, cycle and reset rules, persistence, formal axes, cap, and post-cap state required by section 16.12. A positive character-progression result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 16.12 is incomplete.
Component scores (0–4):
- Path length and structureNot assessed
- Progression axesNot assessed
- Specialization choiceNot assessed
- Role of equipmentNot assessed
- Progression sourcesNot assessed
- Progress persistence and carry-overNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026






