Catalog
EVE Online

EVE Online

Live

ActionAdventureRPGStrategySimulation

Platforms
Release:
2003
Scale:
Average concurrent players4,030
Player rating:
73.4% · 39.4K
Profile data as of:
August 29, 2026

Over 20 years of legendary space battles! Explore a massive living universe of danger and opportunity in a challenging and highly rewarding space adventure. Fight, trade, build, and connect with a universe driven and shaped directly by players.

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
  • EVE Online (series)
Release date
  • Windows — 2003
  • macOS — 2007
  • Linux — 2007
Age rating
  • ESRB T — Teen, age 13+ · Steam Store
  • PEGI 12 — age 12+ · Steam Store
  • USK 12 — age 12+ · Steam Store
  • ACB G — General · Steam Store
  • GRAC 18+ — Ages 18+ · Steam Store
  • ClassInd 10 — Ages 10+ · Steam Store
Content warnings
Not specified by the storefront
Interaction modes
MultiplayerOnline PvPOnline co-op
Session capacity
Unknown
Access model
  • Free to play
Monetization
Unknown
Storefront price
Unknown
Store contents
  • 22 DLC · Steam Store, August 29, 2026
Languages
EnglishRussianGermanFrenchSpanishJapaneseKoreanChinese, Simplified script

Classification

Genres
ActionAdventureRPGStrategySimulation
Evidence:
Setting and subject matter
Science fiction
Evidence:
Camera
First-person, Third-person, Isometric
Evidence:
Visual style
Unknown
Combat system type
Unknown

Scale

Concurrent players · period average

4,030

August 18, 2026 — September 17, 2026

under 100over 1 million
Detailed value
4,029.05
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: 4,029
Date observed
September 17, 2026
Source
Steam Charts

Concurrent players · period peak

5,910

August 18, 2026 — September 17, 2026

under 100over 1 million
Detailed value
5,914
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: 5,914
Date observed
September 17, 2026
Source
Steam Charts
Ratings
  • players73.4% · 39.4KSteam, US storefront · Steam reviews
  • players77.9%Global · IGDB mirror
  • critics78.8%Global · IGDB mirror
  • critics88%Steam, US storefront · Steam Store
Last update

Concurrent players

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

5,7200
July 2012August 2026
Change over period
×7.8increase from 520 (July 2012) to 4,040 (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 official listing establishes persistent corporations and alliances, but this source does not document a specific shared progression, asset, or organization-only activity.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Participants:
    Unknown: the reviewed official material does not establish whether membership attaches to an account, character, server identity, or another unit.
    Participation format:
    Unknown: the reviewed official material does not establish how individual actions aggregate into a persistent collective outcome.
    Depth:
    at most 1 of 5 — Identity layer
    What limits the result:
    Shared progression: Level 1 is an upper bound because the cited evidence does not establish shared progression; a stronger level was not inferred.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No compatible count of unique mechanic participants and active eligible players was found for the same observation window.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Medium— The cited material supports the recorded present classification and each linked substantive claim. Unstated adoption, dependency, and functions remain unknown.

    Component scores (0–4):

    • Identity and communication1 of 4 — The cited evidence supports score 1 for identity and communication; criteria not stated by the source were not inferred.
    • Governance and permissions1 of 4 — The cited evidence supports score 1 for governance; criteria not stated by the source were not inferred.
    • Shared progressionNot assessed — The targeted official-source review did not establish shared progression; source silence was not converted to score 0.
    • Shared assets and economyNot assessed — The targeted official-source review did not establish shared assets and infrastructure; source silence was not converted to score 0.
    • Collective goals and contentNot assessed — The targeted official-source review did not establish collective goals; source silence was not converted to score 0.
    • Competition, territory, and politicsNot assessed — The targeted official-source review did not establish competition territory; source silence was not converted to score 0.
    • Game integration2 of 4 — The source links corporations and alliances to the game world, but does not document a specific high-impact organizational rule.

    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.

    The retained evidence does not establish regular player price formation or explicitly establish that prices are absent. The complete positive-publication minimum in methodology section 12.11 is therefore not met for this exact product boundary.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Unknown
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— No adoption, relevance, structural-expectation, or dependency conclusion is derived while Presence remains Unknown for this exact boundary.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The retained evidence does not establish regular player price formation or explicitly establish that prices are absent. Silence was not treated as proof of absence, and no Depth was derived.

    research draft · methodology 0.2 · September 2, 2026

  • Territory control

    PresentPresentPresentUnknown View implementation

    A system where players or organizations capture, hold, and use parts of the game world with lasting consequences.

    Assessment scope: Null-security sovereignty

    Official material confirms alliance control of null-security systems through sovereignty hubs, reinforcement and capture, connected-system workforce, upgrades, and mining resources. The audience of wider-world effects remains Unknown.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    3 of 5 — Developed warfare
    What ownership gives the owner over others:
    Resources or income from the territory itself
    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:
    High— 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):

    • Capture and contest3 of 4 — Score 3 for capture and contest rules is bounded by the cited official claim: “Deploying, reinforcing, and capturing sovereignty hubs works the same way as with …”
    • Ownership benefits: assets, income, and access3 of 4 — Score 3 is supported by a sovereignty hub that installs and manages system upgrades; the excerpt does not establish strategic dominance at score 4.
    • Competition points and rewardsNot assessed — Primary evidence did not resolve ownership score or rewards; retained as Unknown.
    • Ownership duration2 of 4 — Score 2 for cross-session persistence is bounded by the cited official claim: “Deploying, reinforcing, and capturing sovereignty hubs works the same way as with …”
    • Accumulated development2 of 4 — Score 2 for accumulated development is bounded by the cited official claim: “the central location for installing and managing sovereignty upgrades”
    • Space and map strategy3 of 4 — Score 4 for spatial strategy is bounded by the cited official claim: “Workforce can be transferred across systems through connected sovereignty hubs, as long …”
    • Collective organization of warfare2 of 4 — Score 2 is supported by alliance-owned connected hubs and workforce transfer; the excerpt does not establish diplomacy or coalition warfare.
    • Impact on the wider worldNot assessed — The mining-site excerpt does not identify which non-owners can use the sites, so neither a score nor an impact audience is inferred.
    • Game integration2 of 4 — Score 2 is supported by the link between sovereignty control, upgrades, resources, and mining; wider system-forming integration is not established.

    research draft · methodology 0.3 · September 2, 2026

    Assessment scope: Null-security sovereignty, Null-security industry

    Official material confirms alliance control of null-security systems through sovereignty hubs, reinforcement and capture, connected-system workforce, upgrades, and mining resources. The audience of wider-world effects remains Unknown.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    3 of 5 — Developed warfare
    What ownership gives the owner over others:
    Resources or income from the territory itself
    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:
    High— 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):

    • Capture and contest3 of 4 — Score 3 for capture and contest rules is bounded by the cited official claim: “Deploying, reinforcing, and capturing sovereignty hubs works the same way as with …”
    • Ownership benefits: assets, income, and access3 of 4 — Score 3 is supported by a sovereignty hub that installs and manages system upgrades; the excerpt does not establish strategic dominance at score 4.
    • Competition points and rewardsNot assessed — Primary evidence did not resolve ownership score or rewards; retained as Unknown.
    • Ownership duration2 of 4 — Score 2 for cross-session persistence is bounded by the cited official claim: “Deploying, reinforcing, and capturing sovereignty hubs works the same way as with …”
    • Accumulated development2 of 4 — Score 2 for accumulated development is bounded by the cited official claim: “the central location for installing and managing sovereignty upgrades”
    • Space and map strategy3 of 4 — Score 4 for spatial strategy is bounded by the cited official claim: “Workforce can be transferred across systems through connected sovereignty hubs, as long …”
    • Collective organization of warfare2 of 4 — Score 2 is supported by alliance-owned connected hubs and workforce transfer; the excerpt does not establish diplomacy or coalition warfare.
    • Impact on the wider worldNot assessed — The mining-site excerpt does not identify which non-owners can use the sites, so neither a score nor an impact audience is inferred.
    • Game integration2 of 4 — Score 2 is supported by the link between sovereignty control, upgrades, resources, and mining; wider system-forming integration is not established.

    research draft · methodology 0.3 · September 2, 2026

    Assessment scope: Null-security sovereignty, Play as part of a sovereign alliance in null security

    Official material confirms alliance control of null-security systems through sovereignty hubs, reinforcement and capture, connected-system workforce, upgrades, and mining resources. The audience of wider-world effects remains Unknown.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    3 of 5 — Developed warfare
    What ownership gives the owner over others:
    Resources or income from the territory itself
    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:
    High— 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):

    • Capture and contest3 of 4 — Score 3 for capture and contest rules is bounded by the cited official claim: “Deploying, reinforcing, and capturing sovereignty hubs works the same way as with …”
    • Ownership benefits: assets, income, and access3 of 4 — Score 3 is supported by a sovereignty hub that installs and manages system upgrades; the excerpt does not establish strategic dominance at score 4.
    • Competition points and rewardsNot assessed — Primary evidence did not resolve ownership score or rewards; retained as Unknown.
    • Ownership duration2 of 4 — Score 2 for cross-session persistence is bounded by the cited official claim: “Deploying, reinforcing, and capturing sovereignty hubs works the same way as with …”
    • Accumulated development2 of 4 — Score 2 for accumulated development is bounded by the cited official claim: “the central location for installing and managing sovereignty upgrades”
    • Space and map strategy3 of 4 — Score 4 for spatial strategy is bounded by the cited official claim: “Workforce can be transferred across systems through connected sovereignty hubs, as long …”
    • Collective organization of warfare2 of 4 — Score 2 is supported by alliance-owned connected hubs and workforce transfer; the excerpt does not establish diplomacy or coalition warfare.
    • Impact on the wider worldNot assessed — The mining-site excerpt does not identify which non-owners can use the sites, so neither a score nor an impact audience is inferred.
    • Game integration2 of 4 — Score 2 is supported by the link between sovereignty control, upgrades, resources, and mining; wider system-forming integration is not established.

    research draft · methodology 0.3 · September 2, 2026

    Assessment scope: Null-security sovereignty, Play in Empire space

    The reviewed official material documents a territorial system in another or broader contour, but does not resolve transferable, persistent ownership for the exact segment “Play in Empire space”.

    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, the reviewed primary sources did not provide segment-specific evidence for “Play in Empire space”; the broader contour was not copied into this boundary.

    research draft · methodology 0.3 · September 2, 2026

  • Structured competition between players with rules and a measurable outcome, usually including skill-based matchmaking.

    Official-source search did not resolve a built-in PvP contest with formal rules and a recorded cross-match result 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 EVE Online did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.

    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 retained primary item identifies a progression-related fact, but the package does not establish the progression unit, cycle and reset rules, persistence, formal axes, cap, and post-cap state required by section 16.12. A positive character-progression 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 16.12 is incomplete.

    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.