

Call of Duty®
LiveShootersAction
- Platforms
- Release:
- 2022
- Developer:
- Activision Shanghai, Beenox, Demonware, High Moon Studios, Infinity Ward, Raven Software, Sledgehammer Games, Treyarch
- Scale:
- Average concurrent players25,100
- Player rating:
- 58.5% · 780.7K
- Profile data as of:
- August 29, 2026
The Call of Duty® experience supports Modern Warfare® 4, Black Ops 7 and Call of Duty®: Warzone™.
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 — October 27, 2022
- Developer
- Publisher
- Age rating
- ESRB M — Mature 17+ · Steam Store
- PEGI 18 — age 18+ · Steam Store
- USK 18 — age 18+ · Steam Store
- ACB MA 15+ — Mature Accompanied 15+ · Steam Store
- GRAC 19+ — Ages 19+ · Steam Store
- ClassInd 18 — Ages 18+ · Steam Store
- Content warnings
- Frequent violence or goreMature content
- Interaction modes
- Single-playerMultiplayerOnline PvPOnline co-opCross-platform play
- Session capacity
- Unknown
- Access model
- Unknown
- Monetization
- In-app purchases
- Storefront price
- Unknown
- Store contents
- 157 Achievements, 46 DLC · Steam Store, August 29, 2026
- Languages
- EnglishRussianGermanFrenchSpanishPortuguese, BrazilItalianPolishJapaneseKorean
Classification
- Genres
- ShootersActionEvidence:
- Setting and subject matter
- Military
- Camera
- First-person
- Visual style
- Unknown
- Combat system type
- Shooting
Scale
Concurrent players · period average
25,100
August 16, 2026 — September 15, 2026
- Detailed value
- 25,103.32
- 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: 25,103
- Date observed
- September 15, 2026
- Source
- Steam Charts
Concurrent players · period peak
45,300
August 16, 2026 — September 15, 2026
- Detailed value
- 45,299
- 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: 45,299
- Date observed
- September 15, 2026
- Source
- Steam Charts
- Ratings
- players58.5% · 780.7KSteam, US storefront · Steam reviews
- Last update
- August 27, 2026 — Modern Warfare 4 Open Beta: Maps and Modes (20 updates over 90 days) · Steam update feed
Concurrent players
period average · October 2022 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- −75%decrease from 104,000 (October 2022) to 26,100 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 47
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.
Assessment scope: steam_hub
For Call of Duty®, the reviewed Activision 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 Activision 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.
Assessment scope: steam_hub
For Call of Duty®, the reviewed Activision 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 Activision 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.
Assessment scope: steam_hub
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 Call of Duty® 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.
Assessment scope: steam_hub
Official evidence confirms a team competitive PvP contour with structured formats, opponent matchmaking, a recorded rating or leaderboard, seasonal competition and rewards, competition-integrity controls, skill differentiation, and links to other game loops. Unresolved features remain Unknown.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- 3 of 5 — Developed competitive system
- 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 formats3 of 4 — Score 3 for structured formats is bounded by the cited official claim: “Play competitive Multiplayer matches using the same settings, maps, modes, and weapon …”
- Matchmaking4 of 4 — Score 4 for opponent matchmaking is bounded by the cited official claim: “Ranked Play considers ... connection quality, search time, and relative skill”
- Rating and ladder2 of 4 — Score 2: eight ranks establish a recorded ladder, but not seasonal rank history, visible player placement, leaderboard admission rules, or a rank distribution.
- Seasons and rewards3 of 4 — Score 3 for seasonal competition and rewards is bounded by the cited official claim: “Seasonal Skill Rating setbacks and Ranked Play rewards”
- Competitive integrity4 of 4 — Score 4 for competition-integrity controls is bounded by the cited official claim: “Competitive Integrity Restrictions ... preserve competitive integrity in Ranked Play.”
- Skill expression2 of 4 — Score 2 for skill differentiation is bounded by the cited official claim: “matching players of similar skill levels”
- Game integration2 of 4 — Score 2 for links to other game loops is bounded by the cited official claim: “Seasonal Skill Rating setbacks and Ranked Play rewards”
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.
Assessment scope: steam_hub
The checked first-party item does not establish a dated substantive release under section 15.4 for this assessment boundary: The excerpt concerns a Modern Warfare 4 beta rather than a completed release for the Call of Duty product boundary in this row. 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 concerns a Modern Warfare 4 beta rather than a completed release for the Call of Duty product boundary in this row.
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.
Assessment scope: steam_hub
The targeted source check did not establish persistent cross-session progression that changes gameplay capabilities in Call of Duty®. 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













