Catalog
EA SPORTS FC™ 26

EA SPORTS FC™ 26

Live

SimulationSports and racing

Platforms
Release:
2025
Scale:
Average concurrent players57,900
Player rating:
50.5% · 104.6K
Profile data as of:
August 29, 2026

Experience The World's Game like never before in EA SPORTS FC™ 26. Go for glory in a 48-team international tournament mode, take on themed Manager Live Challenges, and step into Player Career with new international ICONs and Heroes.

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
  • EA Sports FC (series)
Release date
  • Windows — September 25, 2025
  • PlayStation 4 — 2025
  • PlayStation 5 — 2025
  • Xbox One — 2025
  • Xbox Series X|S — 2025
  • Nintendo Switch — 2025
  • Nintendo Switch 2 — 2025
Age rating
  • ESRB E — Everyone · Steam Store
  • PEGI 3 — age 3+ · Steam Store
  • USK 12 — age 12+ · Steam Store
  • CERO A · IGDB mirror
  • ACB M — Mature, age 15+ · Steam Store
  • GRAC ALL — All ages, age 0+ · Steam Store
  • ClassInd 18 — Ages 18+ · Steam Store
Content warnings
Not specified by the storefront
Interaction modes
Single-playerMultiplayerOnline PvPOnline co-opCross-platform playSplit screenLocal PvPLocal co-op
Session capacity
Unknown
Access model
  • One-time purchase
Monetization
  • In-app purchases
Storefront price
  • $69.99Steam, US storefront
Store contents
  • 43 Achievements, 1 DLC · Steam Store, August 29, 2026
Languages
EnglishRussianGermanFrenchSpanishPortuguesePortuguese, BrazilItalianPolishTurkish

Classification

Genres
SimulationSports and racing
Evidence:
Setting and subject matter
Unknown
Camera
Third-person, Isometric
Evidence:
Visual style
Unknown
Combat system type
Unknown

Scale

Concurrent players · period average

57,900

August 18, 2026 — September 17, 2026

under 100over 1 million
Detailed value
57,933.73
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: 57,933
Date observed
September 17, 2026
Source
Steam Charts

Concurrent players · period peak

105,000

August 18, 2026 — September 17, 2026

under 100over 1 million
Detailed value
104,731
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: 104,731
Date observed
September 17, 2026
Source
Steam Charts
Ratings
  • players50.5% · 104.6KSteam, US storefront · Steam reviews
  • players56.2%Global · IGDB mirror
  • critics77.3%Global · IGDB mirror
Last update

Concurrent players

period average · October 2025 — August 2026 · Steam · published by source · Steam Charts

102,0000
October 2025August 2026
Change over period
+68%increase from 45,100 (October 2025) to 75,600 (August 2026)
Gaps
No gaps in observed months
Observations
11

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 EA SPORTS FC™ 26, 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 EA SPORTS FC™ 26, 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 EA SPORTS FC™ 26 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 solo competitive PvP contour with structured formats, opponent matchmaking, a recorded rating or leaderboard, seasonal competition and rewards, 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 formats4 of 4 — Score 4 for structured formats is bounded by the cited official claim: “Rivals, Champions, and Tournaments”
    • Matchmaking3 of 4 — Score 3 for opponent matchmaking is bounded by the cited official claim: “players of similar Skill Rating”
    • Rating and ladder2 of 4 — Score 2: divisions, ranks, and leaderboards establish a recorded ladder, but not rank history, published 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 rewards and qualification points”
    • 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: “qualification rules and squad-building choices”
    • Game integration2 of 4 — Score 2: seasonal rewards and qualification points link competition to progression, but do not establish regular influence on builds or broader development.

    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 EA SPORTS FC™ 26. 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.