Catalog
Among Us

Among Us

Live

Social deductionOpen-world survivalCasual and puzzle

Platforms
Release:
2018
Developer:
Innersloth
Scale:
Average concurrent players8,510
Player rating:
92% · 746.4K
Profile data as of:
August 29, 2026

An online and local party game of teamwork and betrayal for 4-15 players...in space!

Official website

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 — November 16, 2018
  • PlayStation 4 — 2021
  • PlayStation 5 — 2021
  • Xbox One — 2021
  • Xbox Series X|S — 2021
  • Nintendo Switch — 2020
  • iOS — 2018
  • Android — 2018
Developer
Publisher
Age rating
  • ESRB E10+ — Everyone 10+ · IGDB mirror
  • PEGI 7 — age 7+ · IGDB mirror
  • USK 6 — age 6+ · IGDB mirror
  • CERO B — age 12+ · IGDB mirror
  • ACB PG — Parental Guidance · IGDB mirror
  • GRAC 15+ — Ages 15+ · IGDB mirror
  • ClassInd L — Livre, age 0+ · Steam Store
Content warnings
Not specified by the storefront
Interaction modes
MultiplayerOnline PvPOnline co-opCross-platform playLAN PvPLAN co-op
Session capacity
  • 15 online, 15 online co-op · IGDB mirror
Access model
  • One-time purchase
Monetization
  • In-app purchases
Storefront price
  • $2.99$4.99 −40 % Steam, US storefront
Store contents
  • 33 Achievements · Steam Store, August 29, 2026
Languages
EnglishRussianGermanFrenchSpanishPortuguesePortuguese, BrazilItalianJapaneseKorean

Classification

Genres
Social deductionOpen-world survivalCasual and puzzle
Evidence:
Setting and subject matter
Space
Camera
Isometric
Evidence:
Visual style
Unknown
Combat system type
Unknown

Scale

Concurrent players · period average

8,510

August 16, 2026 — September 15, 2026

under 100over 1 million
Detailed value
8,512.59
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: 8,512
Date observed
September 15, 2026
Source
Steam Charts

Concurrent players · period peak

17,900

August 16, 2026 — September 15, 2026

under 100over 1 million
Detailed value
17,854
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: 17,854
Date observed
September 15, 2026
Source
Steam Charts
Ratings
  • players92% · 746.4KSteam, US storefront · Steam reviews
  • players72.7%Global · IGDB mirror
  • critics81.8%Global · IGDB mirror
  • critics85%Steam, US storefront · Steam Store
Last update

Concurrent players

period average · November 2018 — August 2026 · Steam · published by source · Steam Charts

176,0000
November 2018August 2026
Change over period
×3836.2increase from 2.3 (November 2018) to 8,630 (August 2026)
Gaps
No gaps in observed months
Observations
94

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.

    For Among Us, the reviewed Innersloth material does not establish whether the observed product line contains a persistent in-game player organization with membership, identity, and collective action.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The reviewed Innersloth material is insufficient to establish presence or absence. Silence was not treated as absence.

    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.

    For Among Us, the reviewed Innersloth material does not establish whether the observed product line contains in-game transfer of value between players with rules affecting allocation or price.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The reviewed Innersloth material is insufficient to establish presence or absence. Silence was not treated as absence.

    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.

    Official-source search did not resolve transferable, contestable ownership that persists beyond one session for this product boundary. Silence was not treated as absence.

    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.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Unknown
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— On 2026-09-02, official-domain mechanic-specific searches for Among Us did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.

    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: the cited contest. 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 formatsNot assessed — Primary evidence did not resolve structured formats; retained as Unknown.
    • 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 checked first-party item does not establish a dated substantive release under section 15.4 for this assessment boundary: The excerpt is a small bug-fix patch and does not meet the substantive-release rule. Presence remains Unknown rather than Absent.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No participation numerator or eligible-audience denominator can be derived because mechanic Presence is unresolved.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The checked primary item is insufficient for Presence or Depth: The excerpt is a small bug-fix patch and does not meet the substantive-release rule.

    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 targeted source check did not establish persistent cross-session progression that changes gameplay capabilities in Among Us. Silence was not classified as absence.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Encounter mode (record 1):
    Unknown— The checked source does not establish a specific player encounter contour.
    Progression role dimension in an encounter (record 1):
    Unknown— The source does not establish progression effects for either gear-and-stats or roster-and-roles.
    Progression role in an encounter (record 1):
    Unknown— Normalization, advantage, or a horizontal progression role in an encounter is not established.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— A mechanic-specific primary source was checked, but it did not establish both required criteria or an explicit negative statement.

    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

RealmScanner is a research catalog for multiplayer games. Data comes from public sources; coverage and evidence appear beside each assessment.