

Apex Legends™
LiveShootersBattle RoyaleActionAdventure
- Platforms
- Release:
- 2019
- Developer:
- Respawn, Respawn Entertainment
- Scale:
- Average concurrent players120,000
- Player rating:
- 67.8% · 1.1M
- Profile data as of:
- August 29, 2026
Apex Legends is the award-winning, free-to-play Hero Shooter from Respawn Entertainment. Master an ever-growing roster of legendary characters with powerful abilities, and experience strategic squad play and innovative gameplay in the next evolution of Hero Shooter and Battle Royale.
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
- Titanfall (series)
- Release date
- Windows — 2019
- PlayStation 4 — 2019
- PlayStation 5 — 2022
- Xbox One — 2019
- Xbox Series X|S — 2022
- Nintendo Switch — 2021
- Nintendo Switch 2 — 2025
- Developer
- Publisher
- Age rating
- ESRB T — Teen, age 13+ · Steam Store
- PEGI 16 — age 16+ · Steam Store
- USK 16 — age 16+ · Steam Store
- CERO D — age 17+ · IGDB mirror
- ACB MA 15+ — Mature Accompanied 15+ · Steam Store
- GRAC 18+ — Ages 18+ · Steam Store
- ClassInd 18 — Ages 18+ · Steam Store
- Content warnings
- Not specified by the storefront
- Interaction modes
- MultiplayerOnline PvPOnline co-op
- Session capacity
- 60 online, 3 online co-op · IGDB mirror
- Access model
- Free to play
- Monetization
- In-app purchases
- Storefront price
- Unknown
- Store contents
- 12 Achievements · Steam Store, August 29, 2026
- Languages
- EnglishRussianGermanFrenchSpanishPortuguese, BrazilItalianPolishJapaneseKorean
Classification
- Genres
- ShootersBattle RoyaleActionAdventureEvidence:
- Setting and subject matter
- Science fiction Evidence:
- Camera
- First-person Evidence:
- Visual style
- Unknown
- Combat system type
- Shooting Evidence:
Scale
Concurrent players · period average
120,000
August 18, 2026 — September 17, 2026
- Detailed value
- 119,983.26
- 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: 119,983
- Date observed
- September 17, 2026
- Source
- Steam Charts
Concurrent players · period peak
275,000
August 18, 2026 — September 17, 2026
- Detailed value
- 274,970
- 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: 274,970
- Date observed
- September 17, 2026
- Source
- Steam Charts
- Ratings
- players67.8% · 1.1MSteam, US storefront · Steam reviews
- players75.4%Global · IGDB mirror
- critics88%Global · IGDB mirror
- critics88%Steam, US storefront · Steam Store
- Last update
- September 1, 2026 — Apex Legends™ EA Play* Weapon Charm (20 updates over 90 days) · Steam update feed
Concurrent players
period average · November 2020 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- +70%increase from 75,000 (November 2020) to 128,000 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 70
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 Apex Legends™, the reviewed Electronic Arts 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 Electronic Arts 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 Apex Legends™, the reviewed Electronic Arts 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 Electronic Arts 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 Apex Legends™ 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 a team competitive PvP contour with structured formats, opponent matchmaking, a recorded rating or leaderboard, skill differentiation, and links to other game loops. Unresolved features remain Unknown.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- at most 2 of 5 — Basic ladder
- What limits the result:
- Seasons and rewards: The reviewed evidence does not resolve the seasonal structure required for level 3.
- 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 formats2 of 4 — Score 2 for structured formats is bounded by the cited official claim: “Ranked is a competitive mode that lets you play with other players …”
- Matchmaking3 of 4 — Score 3 for opponent matchmaking is bounded by the cited official claim: “Matchmaking is based on your current Ranked Points (RP).”
- Rating and ladder2 of 4 — Score 2: four divisions per rank establish ladder steps, but not seasonal rank history or visible player placement.
- 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 expression2 of 4 — Score 2 for skill differentiation is bounded by the cited official claim: “The higher your team places, the more points you’ll score.”
- Game integration1 of 4 — Score 1 for links to other game loops is bounded by the cited official claim: “You’ll earn rewards when the Season ends.”
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:
- 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 targeted source check did not establish persistent cross-session progression that changes gameplay capabilities in Apex Legends™. 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




