Catalog
Guild Wars 2®

Guild Wars 2®

Live

AdventureRPGMMORPG

Platforms
Release:
2012
Developer:
ArenaNet®
Scale:
Average concurrent players4,360
Player rating:
88.2% · 29.5K
Profile data as of:
August 29, 2026

Guild Wars 2 is an award-winning online roleplaying game with fast-paced action combat, deep character customization, and no subscription fee required. Choose from an arsenal of professions and weapons, explore a vast open world, compete in PVP modes and more. Join over 16 million players now!

Screenshots

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Videos

Videos from the game’s source page, in source order. Select one to open the original.

Overview

Franchise
  • Guild Wars (series)
Release date
  • Windows — 2012
  • macOS — 2012
Developer
Age rating
  • ESRB T — Teen, age 13+ · Steam Store
  • PEGI 12 — age 12+ · Steam Store
  • USK 12 — age 12+ · Steam Store
  • ACB M — Mature, age 15+ · Steam Store
  • ClassInd 12 — Ages 12+ · Steam Store
Content warnings
Not specified by the storefront
Interaction modes
MultiplayerOnline PvPOnline co-op
Session capacity
Unknown
Access model
  • Free to play
Monetization
  • In-app purchases
Storefront price
Unknown
Store contents
  • 7 DLC · Steam Store, August 29, 2026
Languages
EnglishGermanFrenchSpanish

Classification

Genres
AdventureRPGMMORPG
Evidence:
Setting and subject matter
Fantasy
Evidence:
Camera
First-person, Third-person
Evidence:
Visual style
Unknown
Combat system type
Unknown

Scale

Concurrent players · period average

4,360

August 16, 2026 — September 15, 2026

under 100over 1 million
Detailed value
4,355.49
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: 4,355
Date observed
September 15, 2026
Source
Steam Charts

Concurrent players · period peak

7,530

August 16, 2026 — September 15, 2026

under 100over 1 million
Detailed value
7,531
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: 7,531
Date observed
September 15, 2026
Source
Steam Charts
Ratings
  • players88.2% · 29.5KSteam, US storefront · Steam reviews
  • players80%Global · IGDB mirror
  • critics73.8%Global · IGDB mirror
  • critics90%Steam, US storefront · Steam Store
Last update

Concurrent players

period average · August 2022 — August 2026 · Steam · published by source · Steam Charts

6,2100
August 2022August 2026
Change over period
−6.3%decrease from 4,720 (August 2022) to 4,420 (August 2026)
Gaps
No gaps in observed months
Observations
49

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.

    Official evidence establishes guild identity, ranks, missions, levels, treasury-funded hall upgrades, collective objectives, and integration with several game systems. The supported result is a developed system; competition and territory remain Unknown.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Participants:
    A player identity joins the guild; the exact account-versus-character mapping remains unknown.
    Participation format:
    Guild missions and treasury contributions develop the shared Guild Hall.
    Depth:
    at most 3 of 5 — Developed system
    What limits the result:
    Competition, territory, and politics: Level 3 is an upper bound because the retained evidence does not establish competition or territory; a major competitive-system 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 official material supports the recalibrated developed-system profile. Competition, territory, adoption, and dependency remain unknown.

    Component scores (0–4):

    • Identity and communication3 of 4 — The cited evidence supports score 3 for identity and communication; criteria not stated by the source were not inferred.
    • Governance and permissions3 of 4 — The cited evidence supports score 3 for governance; criteria not stated by the source were not inferred.
    • Shared progression3 of 4 — Guild missions generate favor, unlock upgrades, and raise guild level, supporting developed shared progression but not a long-term strategy that substantially changes all available possibilities.
    • Shared assets and economy2 of 4 — Members donate materials to a guild treasury for hall upgrades, supporting a treasury and shared infrastructure; autonomous economic-subject influence was not established.
    • Collective goals and content3 of 4 — The cited evidence supports score 3 for collective goals; criteria not stated by the source were not inferred.
    • Competition, territory, and politicsNot assessed — The targeted official-source review did not establish competition and territory; source silence was not converted to score 0.
    • Game integration4 of 4 — The cited evidence supports score 4 for game integration; criteria not stated by the source were not inferred.

    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 evidence establishes the recorded player-economy boundary for Guild Wars 2® and supports these component results: exchange breadth 3, price formation 3, player production and supply 1, space, logistics, and information 1, value sinks and turnover 1, market institutions and tools 3, gameplay integration 2. Unknown functions, adoption, and dependency were not inferred.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    at most 3 of 5 — Developed player market
    What limits the result:
    Specialization and interdependence: Level 3 is an upper bound because the cited evidence does not establish specialization and interdependence; 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):

    • Breadth of exchange3 of 4 — The cited evidence supports score 3 for exchange breadth; criteria not stated by the source were not inferred.
    • Price formation3 of 4 — The cited evidence supports score 3 for price formation; criteria not stated by the source were not inferred.
    • Player production and supply1 of 4 — The cited evidence supports score 1 for player production and supply; criteria not stated by the source were not inferred.
    • Specialization and interdependenceNot assessed — The targeted official-source review did not establish specialization and interdependence; source silence was not converted to score 0.
    • Space, logistics, and information1 of 4 — The cited evidence supports score 1 for space, logistics, and information; criteria not stated by the source were not inferred.
    • Value sinks and turnover1 of 4 — The cited evidence supports score 1 for value sinks and turnover; criteria not stated by the source were not inferred.
    • Market institutions and tools3 of 4 — The cited evidence supports score 3 for market institutions and tools; criteria not stated by the source were not inferred.
    • Gameplay integration2 of 4 — The cited evidence supports score 2 for gameplay integration; criteria not stated by the source were not inferred.

    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: World versus World

    Week-long WvW sides capture castles, keeps, and objectives for score. Guilds claim objectives and unlock timed defensive improvements while holding them.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    2 of 5 — Contested objectives
    Partial presence exception:
    Evidence establishes only the cited part of territorial control; transfer, persistence, or ownership consequences remain unresolved.
    What ownership gives the owner over others:
    Access and safety in the area
    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— Two primary URLs were reviewed on 2026-09-02. They support the documented WvW design, but do not establish the exact contour's current activity.

    Component scores (0–4):

    • Capture and contest3 of 4 — Score 3 for capture and contest rules is bounded by the cited official claim: “the guild with the most members present when an objective is captured …”
    • Ownership benefits: assets, income, and access3 of 4 — Score 3 for ownership benefits is bounded by the cited official claim: “Improvements are upgrades to an objective that give it better defenses and …”
    • Competition points and rewards3 of 4 — Score 3 for ownership score or rewards is bounded by the cited official claim: “objectives that are worth points for the team that claims them”
    • Ownership duration2 of 4 — Score 2 for cross-session persistence is bounded by the cited official claim: “Upgrades have three tiers based on the duration the objective is held.”
    • Accumulated development1 of 4 — Score 1 for accumulated development is bounded by the cited official claim: “Upgrades have three tiers based on the duration the objective is held.”
    • Space and map strategy3 of 4 — Score 3 for spatial strategy is bounded by the cited official claim: “raid enemy supply caravans, clash with other players in truly massive battles, …”
    • Collective organization of warfare3 of 4 — Score 3 for organized group warfare is bounded by the cited official claim: “raid enemy supply caravans, clash with other players in truly massive battles, …”
    • Impact on the wider world2 of 4 — Score 2 for effects on other players is bounded by the cited official claim: “Improvements are upgrades to an objective that give it better defenses and …”
    • Game integration2 of 4 — Score 2 for links to other game loops is bounded by the cited official claim: “you will continue to gain experience and loot as you normally would …”

    research draft · methodology 0.3 · September 2, 2026

    Assessment scope: World versus World, Play outside World versus World

    The reviewed official evidence documents territorial ownership in another segment, but does not resolve this mechanic for the exact boundary “Play outside World versus World”.

    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 “Play outside World versus World”; silence was not treated as absence.

    research draft · methodology 0.3 · September 2, 2026

    Assessment scope: World versus World, Play within World versus World

    Week-long WvW sides capture castles, keeps, and objectives for score. Guilds claim objectives and unlock timed defensive improvements while holding them. This supplemental row isolates the documented segment boundary: Play within World versus World.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    2 of 5 — Contested objectives
    Partial presence exception:
    Evidence establishes only the cited part of territorial control; transfer, persistence, or ownership consequences remain unresolved.
    What ownership gives the owner over others:
    Access and safety in the area
    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. Two primary URLs support the documented WvW design, but not the exact contour's current activity.

    Component scores (0–4):

    • Capture and contest3 of 4 — Score 3 for capture and contest rules is bounded by the cited official claim: “the guild with the most members present when an objective is captured …”
    • Ownership benefits: assets, income, and access3 of 4 — Score 3 for ownership benefits is bounded by the cited official claim: “Improvements are upgrades to an objective that give it better defenses and …”
    • Competition points and rewards3 of 4 — Score 3 for ownership score or rewards is bounded by the cited official claim: “objectives that are worth points for the team that claims them”
    • Ownership duration2 of 4 — Score 2 for cross-session persistence is bounded by the cited official claim: “Upgrades have three tiers based on the duration the objective is held.”
    • Accumulated development1 of 4 — Score 1 for accumulated development is bounded by the cited official claim: “Upgrades have three tiers based on the duration the objective is held.”
    • Space and map strategy3 of 4 — Score 3 for spatial strategy is bounded by the cited official claim: “raid enemy supply caravans, clash with other players in truly massive battles, …”
    • Collective organization of warfare3 of 4 — Score 3 for organized group warfare is bounded by the cited official claim: “raid enemy supply caravans, clash with other players in truly massive battles, …”
    • Impact on the wider world2 of 4 — Score 2 for effects on other players is bounded by the cited official claim: “Improvements are upgrades to an objective that give it better defenses and …”
    • Game integration2 of 4 — Score 2 for links to other game loops is bounded by the cited official claim: “you will continue to gain experience and loot as you normally would …”

    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 team league play, division-based matchmaking, seasonal divisions, a top-250 leaderboard, desertion penalties, standardized character access, and reward-track and gold links. Match-outcome skill differentiation and current contour activity remain unresolved.

    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— Three primary URLs were reviewed on 2026-09-02. They support the historical system design, but do not establish the exact contour's current activity.

    Component scores (0–4):

    • Competitive formats3 of 4 — Score 3 for structured formats is bounded by the cited official claim: “form a guild team ... party up with at least two other …”
    • Matchmaking3 of 4 — Score 3 for opponent matchmaking is bounded by the cited official claim: “Ranked matchmaking in PvP during season two will now be based primarily …”
    • Rating and ladder2 of 4 — Score 2: the sources show division progression and a top-250 leaderboard, 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: “The PvP League is an eight-week season where players face off to …”
    • Competitive integrity2 of 4 — Score 2 is bounded by the cited desertion penalty; one leave penalty does not establish systemic rating protection.
    • Skill expressionNot assessed — The source documents level, skill, weapon, and trait standardization, but does not measure how execution or tactics distinguish match outcomes; retained as Unknown.
    • Game integration2 of 4 — Score 2: reward-track progress and gold link league play to progression and economy, but do not show 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

  • Character progression

    UnknownUnknownUnknownUnknown View implementation

    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

    Assessment scope: Expansion content

    The checked first-party material does not establish how persistent capability-changing progression applies within Expansion content. 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 player encounter contour specifically for this supplemental boundary.
    Progression role dimension in an encounter (record 1):
    Unknown— The checked source does not establish progression effects for either gear-and-stats or roster-and-roles within this supplemental boundary.
    Progression role in an encounter (record 1):
    Unknown— Normalization, advantage, or a horizontal progression role is not established within this supplemental boundary.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Participation and reach within this supplemental boundary were not established by the checked primary excerpt.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The available primary excerpt is product-level and does not establish a separate conclusion for this contour or segment.

    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: High-tier fractals

    The checked first-party material does not establish how persistent capability-changing progression applies within High-tier fractals. 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 player encounter contour specifically for this supplemental boundary.
    Progression role dimension in an encounter (record 1):
    Unknown— The checked source does not establish progression effects for either gear-and-stats or roster-and-roles within this supplemental boundary.
    Progression role in an encounter (record 1):
    Unknown— Normalization, advantage, or a horizontal progression role is not established within this supplemental boundary.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Participation and reach within this supplemental boundary were not established by the checked primary excerpt.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The available primary excerpt is product-level and does not establish a separate conclusion for this contour or segment.

    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: Structured PvP

    The checked first-party material does not establish how persistent capability-changing progression applies within Structured PvP. 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 player encounter contour specifically for this supplemental boundary.
    Progression role dimension in an encounter (record 1):
    Unknown— The checked source does not establish progression effects for either gear-and-stats or roster-and-roles within this supplemental boundary.
    Progression role in an encounter (record 1):
    Unknown— Normalization, advantage, or a horizontal progression role is not established within this supplemental boundary.
    Core experience relevance:
    Unknown
    Observed adoption:
    Unknown— Participation and reach within this supplemental boundary were not established by the checked primary excerpt.
    Structural expectation:
    Unknown
    Player dependency:
    Unknown
    Change direction:
    Not assessed
    Assessment type:
    Unknown
    Confidence:
    Insufficient data— The available primary excerpt is product-level and does not establish a separate conclusion for this contour or segment.

    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.