Catalog
Dota 2

Dota 2

Live

ActionStrategyMOBA

Platforms
Release:
2013
Developer:
Valve
Scale:
Average concurrent players597,000
Player rating:
80.5% · 2.8M
Profile data as of:
August 29, 2026

Every day, millions of players worldwide enter battle as one of over a hundred Dota heroes. And no matter if it's their 10th hour of play or 1,000th, there's always something new to discover. With regular updates that ensure a constant evolution of gameplay, features, and heroes, Dota 2 has taken on a life of its own.

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
  • Dota (brand)
  • Dota (series)
Release date
  • Windows — July 9, 2013
  • macOS — July 9, 2013
  • Linux — July 9, 2013
Developer
Publisher
Age rating
  • USK 12 — age 12+ · Steam Store
  • GRAC 12+ — Ages 12+ · Steam Store
  • ClassInd 18 — Ages 18+ · Steam Store
Content warnings
Mature content
Interaction modes
Multiplayer
Session capacity
  • 10 online co-op · IGDB mirror
Access model
  • Free to play
Monetization
  • In-app purchases
Storefront price
Unknown
Store contents
  • 2 DLC · Steam Store, August 29, 2026
Languages
EnglishRussianUkrainianGermanFrenchSpanishPortuguesePortuguese, BrazilItalianPolish

Classification

Genres
ActionStrategyMOBA
Evidence:
Setting and subject matter
Fantasy, Military
Evidence:
Camera
Third-person, Isometric
Evidence:
Visual style
Unknown
Combat system type
Unknown

Scale

Concurrent players · period average

597,000

August 18, 2026 — September 17, 2026

under 100over 1 million
Detailed value
597,425.98
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: 597,425
Date observed
September 17, 2026
Source
Steam Charts

Concurrent players · period peak

981,000

August 18, 2026 — September 17, 2026

under 100over 1 million
Detailed value
981,123
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: 981,123
Date observed
September 17, 2026
Source
Steam Charts
Ratings
  • players80.5% · 2.8MSteam, US storefront · Steam reviews
  • players79.1%Global · IGDB mirror
  • critics90.5%Global · IGDB mirror
  • critics90%Steam, US storefront · Steam Store
Last update

Concurrent players

period average · July 2012 — August 2026 · Steam · published by source · Steam Charts

709,0000
July 2012August 2026
Change over period
×11.7increase from 52,700 (July 2012) to 617,000 (August 2026)
Gaps
No gaps in observed months
Observations
170

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.

    The current official-source search did not establish a persistent in-game Dota 2 Guild at the 2026-09-02 boundary. It also does not establish the membership unit or current collectivity form; the legacy values lacked claim-level evidence and are not carried forward as current facts.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Current official material did not establish present Guild operation, so adoption cannot be assessed for the 2026-09-02 boundary. Historical participation signals were not projected forward.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— Current Valve material did not establish present Guild operation, membership unit, or collectivity form. The legacy membership and collectivity values lacked claim-level evidence, so they were withdrawn rather than projected into 2026.

    research draft · methodology 0.4 · September 2, 2026

    Assessment scope: Play focused on guild rewards and social organization

    For play focused on guild rewards and social organization, the official-source search did not find a current page establishing persistent Dota 2 guild membership, governance, or rewards. Adjacent Dota Plus and match features do not resolve Presence.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    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:
    Insufficient data— Mechanic-specific searches of current Valve pages returned adjacent Dota Plus, team, and tournament features but no current persistent guild specification. Silence was not treated as absence.

    research draft · methodology 0.4 · September 2, 2026

    Assessment scope: Regular match play

    For regular match play, the official-source search did not find a current page establishing persistent Dota 2 guild membership, governance, or rewards. Adjacent Dota Plus and match features do not resolve Presence.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    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:
    Insufficient data— Mechanic-specific searches of current Valve pages returned adjacent Dota Plus, team, and tournament features but no current persistent guild specification. 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.

    Official material documents marketable Dota 2 cosmetics that players can purchase from one another through the Steam platform layer. Under methodology section 12.8 this is external_only and does not create built-in economy Depth.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Not applicable
    Core experience relevance:
    Not applicable
    Observed adoption:
    Not applicable— Reach is not assessed for an external platform-market contour; unique participants and the eligible audience were not established.
    Structural expectation:
    Not applicable
    Player dependency:
    Not applicable
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    High— Valve's Dota 2 page and Steam Community Market identify player purchases and Dota 2 listings on the platform layer. Internal player-economy Depth is not claimed.

    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 Dota 2 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.

    Primary evidence identifies a competitive PvP mode, but it does not resolve the recorded-result unit required to score the rating ladder above 1. Other unresolved features remain Unknown.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    at most 1 of 5 — Casual matches
    What limits the result:
    Rating and ladder: The recorded-result unit remains Unknown, so the rating ladder cannot be scored above 1 and level 2 is not established.
    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: “At least 100 lifetime ranked games”
    • MatchmakingNot assessed — Primary evidence did not resolve opponent matchmaking; retained as Unknown.
    • Rating and ladderNot assessed — The reviewed primary source names competitive or ranked play but does not identify a recorded-result unit; the component remains 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

    Assessment scope: Competitive segment

    Primary evidence identifies a competitive PvP mode, but it does not resolve the recorded-result unit required to score the rating ladder above 1. Other unresolved features remain Unknown.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    at most 1 of 5 — Casual matches
    What limits the result:
    Rating and ladder: The recorded-result unit remains Unknown, so the rating ladder cannot be scored above 1 and level 2 is not established.
    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:
    Medium— 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):

    • Competitive formats1 of 4 — Score 1 for structured formats is bounded by the cited official claim: “At least 100 lifetime ranked games”
    • MatchmakingNot assessed — Primary evidence did not resolve opponent matchmaking; retained as Unknown.
    • Rating and ladderNot assessed — The reviewed primary source names competitive or ranked play but does not identify a recorded-result unit; the component remains 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

    Assessment scope: Regular player

    The reviewed official evidence documents the competitive ladder in another segment, but does not resolve this mechanic for the exact boundary “Regular player”.

    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, no segment-specific primary evidence was retained for “Regular player”; silence was not treated as absence.

    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

    Assessment scope: Competitive 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: Event reward collector

    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 competitive 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.

    Assessment scope: In-match progression

    The checked primary excerpt does not establish Presence or Absence for character progression in this assessment boundary: Free hero access before a match does not establish whether capability progression occurs during matches or in a persistent account layer.

    Access cost:
    Free access
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No participation numerator or eligible-audience denominator can be derived while mechanic Presence remains unresolved.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— Silence or an adjacent product claim cannot support a negative mechanic conclusion. Free hero access before a match does not establish whether capability progression occurs during matches or in a persistent account layer.

    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

    Assessment scope: Persistent account layer

    The checked primary excerpt does not establish Presence or Absence for character progression in this assessment boundary: Free hero access before a match does not establish whether capability progression occurs during matches or in a persistent account layer.

    Access cost:
    Free access
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No participation numerator or eligible-audience denominator can be derived while mechanic Presence remains unresolved.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— Silence or an adjacent product claim cannot support a negative mechanic conclusion. Free hero access before a match does not establish whether capability progression occurs during matches or in a persistent account layer.

    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.