Catalog
Lost Ark

Lost Ark

Live

ActionMelee actionAdventureRPGMMORPGAction RPG

Platforms
Release:
2018
Scale:
Average concurrent players4,740
Player rating:
70.4% · 203.2K
Profile data as of:
August 29, 2026

Embark on an odyssey for the Lost Ark in a vast, vibrant world: explore new lands, seek out lost treasures, and test yourself in thrilling action combat in this action-packed free-to-play RPG.

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
Unknown
Release date
  • Windows — 2018
Age rating
  • ESRB M — Mature 17+ · Steam Store
  • PEGI 18 — age 18+ · Steam Store
  • USK 16 — age 16+ · Steam Store
  • ACB M — Mature, age 15+ · Steam Store
  • GRAC 19+ — Ages 19+ · IGDB mirror
  • ClassInd 16 — Ages 16+ · Steam Store
Content warnings
Nudity or sexual contentFrequent violence or goreMature content
Interaction modes
Single-playerMultiplayerOnline PvPOnline co-op
Session capacity
Unknown
Access model
  • Free to play
Monetization
  • In-app purchases
Storefront price
Unknown
Store contents
  • 156 Achievements, 1 DLC · Steam Store, August 29, 2026
Languages
EnglishSpanish

Classification

Genres
ActionMelee actionAdventureRPGMMORPGAction RPG
Evidence:
Setting and subject matter
Fantasy
Evidence:
Camera
Isometric
Evidence:
Visual style
Unknown
Combat system type
Melee combat
Evidence:

Scale

Concurrent players · period average

4,740

August 16, 2026 — September 15, 2026

under 100over 1 million
Detailed value
4,735.31
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: 4,735
Date observed
September 15, 2026
Source
Steam Charts

Concurrent players · period peak

9,090

August 16, 2026 — September 15, 2026

under 100over 1 million
Detailed value
9,088
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: 9,088
Date observed
September 15, 2026
Source
Steam Charts
Ratings
  • players70.4% · 203.2KSteam, US storefront · Steam reviews
  • players72.3%Global · IGDB mirror
  • critics81.3%Global · IGDB mirror
Last update

Concurrent players

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

699,0000
February 2022August 2026
Change over period
−99%decrease from 699,000 (February 2022) to 5,040 (August 2026)
Gaps
No gaps in observed months
Observations
55

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 the recorded persistent player-organization boundary for Lost Ark and supports these component results: identity and communication 1, governance 1, shared progression 2, collective goals 1, competition and territory 0, game integration 2. Unknown functions, adoption, and dependency were not inferred.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Participants:
    A player character joins the Guild; the cited cooldown is defined by character level.
    Participation format:
    Member contributions and shared rewards form the documented contour; current guild-exclusive combat remains unknown.
    Depth:
    at most 2 of 5 — Utility layer
    What limits the result:
    Shared assets and economy: Level 2 is an upper bound because the cited evidence does not establish shared assets and infrastructure; 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 progression2 of 4 — The cited evidence supports score 2 for shared progression; criteria not stated by the source were not inferred.
    • 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 content1 of 4 — The cited evidence supports score 1 for collective goals; criteria not stated by the source were not inferred.
    • Competition, territory, and politics0 of 4 — The cited evidence supports score 0 for competition and territory; criteria not stated by the source were not inferred.
    • Game integration2 of 4 — The cited evidence supports score 2 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.

    The retained evidence does not establish the sources and role of player production or supply. 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 the sources and role of player production or supply. Silence was not treated as proof of absence, and no Depth was derived.

    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 evidence records a historical implementation that has been removed from the assessed product line.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    Not applicable
    What ownership gives the owner over others:
    Unknown— Official evidence did not resolve owner power over other players; retained as Unknown rather than inferred.
    Core experience relevance:
    Not applicable
    Observed adoption:
    Not applicable
    Structural expectation:
    Not applicable
    Player dependency:
    Not applicable
    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 contestNot assessed — Primary evidence did not resolve capture and contest rules; retained as Unknown.
    • Ownership benefits: assets, income, and accessNot assessed — Primary evidence did not resolve ownership benefits; retained as Unknown.
    • Competition points and rewardsNot assessed — Primary evidence did not resolve ownership score or rewards; retained as Unknown.
    • Ownership durationNot assessed — Primary evidence did not resolve cross-session persistence; retained as Unknown.
    • Accumulated developmentNot assessed — Primary evidence did not resolve accumulated development; retained as Unknown.
    • Space and map strategyNot assessed — Primary evidence did not resolve spatial strategy; retained as Unknown.
    • Collective organization of warfareNot assessed — Primary evidence did not resolve organized group warfare; retained as Unknown.
    • Impact on the wider worldNot assessed — Primary evidence did not resolve effects on other players; 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

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

    Official evidence confirms a team 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 formats2 of 4 — Score 2 for structured formats is bounded by the cited official claim: “players will be able to queue solo for the Team Deathmatch mode”
    • Matchmaking3 of 4 — Score 3 for opponent matchmaking is bounded by the cited official claim: “matchmaking will be based on your Competitive Match Average Score”
    • Rating and ladder2 of 4 — Score 2: a Competitive Match Average Score adjusted by wins and losses establishes a personal rating, but not seasonal rank history or visible placement.
    • Seasons and rewards3 of 4 — Score 3 for seasonal competition and rewards is bounded by the cited official claim: “Season 1 is set to run for roughly six months”
    • 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: “gear and stats are normalized in the Proving Grounds”
    • Game integration2 of 4 — Score 2 for links to other game loops is bounded by the cited official claim: “earn rewards based on their Competitive Match Average Score”

    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.