

STAR WARS™: The Old Republic™
LiveRPGMMORPG
- Platforms
- Release:
- 2011
- Developer:
- BioWare Austin, Broadsword
- Scale:
- Average concurrent players3,770
- Player rating:
- 89.6% · 75.3K
- Profile data as of:
- August 29, 2026
STAR WARS™: The Old Republic™ is a free-to-play MMORPG that puts you at the center of your own story-driven saga. Play as a Jedi, Sith, Bounty Hunter, or one of many other iconic STAR WARS roles in the galaxy far, far away over three thousand years before the classic films.
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
- Star Wars (brand)
- Star Wars: Knights of the Old Republic (series)
- Release date
- Windows — 2011
- macOS — 2024
- Developer
- Publisher
- Age rating
- ESRB T — Teen, age 13+ · Steam Store
- PEGI 16 — age 16+ · Steam Store
- USK 12 — age 12+ · Steam Store
- ACB M — Mature, age 15+ · Steam Store
- ClassInd 14 — Ages 14+ · Steam Store
- Content warnings
- Not specified by the storefront
- Interaction modes
- Multiplayer
- Session capacity
- Unknown
- Access model
- Free to play
- Monetization
- In-app purchases
- Storefront price
- Unknown
- Store contents
- 191 Achievements, 3 DLC · Steam Store, August 29, 2026
- Languages
- EnglishGermanFrench
Classification
- Genres
- RPGMMORPGEvidence:
- Setting and subject matter
- Fantasy, Science fiction Evidence:
- Camera
- Third-person Evidence:
- Visual style
- Unknown
- Combat system type
- Unknown
Scale
Concurrent players · period average
3,770
August 18, 2026 — September 17, 2026
- Detailed value
- 3,773.46
- 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: 3,773
- Date observed
- September 17, 2026
- Source
- Steam Charts
Concurrent players · period peak
6,670
August 18, 2026 — September 17, 2026
- Detailed value
- 6,667
- 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: 6,667
- Date observed
- September 17, 2026
- Source
- Steam Charts
- Ratings
- players89.6% · 75.3KSteam, US storefront · Steam reviews
- players75.9%Global · IGDB mirror
- critics85%Global · IGDB mirror
- critics85%Steam, US storefront · Steam Store
- Last update
- August 27, 2026 — Celebrate the launch of Star Wars Zero Company™ with a free mini-pet! (20 updates over 90 days) · Steam update feed
Concurrent players
period average · July 2020 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- −80%decrease from 18,400 (July 2020) to 3,660 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 74
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 roles, leveling and Perks, managed shared assets, weekly objectives, leaderboard competition, and links to PvE and PvP. The supported result is a developed system; major-system and world-shaping criteria were not inferred.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Participants:
- A player character joins a Guild; creating one requires the cited founding group.
- Participation format:
- Guild Conquest score, cooperative activity, shared storage, and infrastructure form a mixed collective contour.
- Depth:
- 3 of 5 — Developed system
- 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 level 3 and each scored component. Adoption, dependency, durable territorial authority, and stronger strategic effects 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 leveling, Conquest contributions, bonuses, and selectable Perks support developed shared progression; long-term strategy changing all available possibilities was not established.
- Shared assets and economy3 of 4 — A Guild Bank, Stronghold, and Flagship support managed organizational assets and significant infrastructure; world-level economic influence was not established.
- Collective goals and content2 of 4 — Weekly objectives and contributions to a Guild score support regular collective tasks; organization-exclusive coordinated content was not established.
- Competition, territory, and politics2 of 4 — Guild score, leaderboard position, and planet conquest support organized competition; persistent political authority or durable world control was not established.
- Game integration3 of 4 — The official page links Guilds to group quests, Flashpoints, raids, PvP, and bonus experience; a system-forming layer across all key cycles was not established.
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.
A weekly guild campaign awards control of a planet to the leading guild. Control lasts until another conquest and grants guild rewards plus local Flagship Orbital Support.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- 2 of 5 — Contested objectives
- 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— 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: “Each week a new event will appear with a new set of …”
- Ownership benefits: assets, income, and access2 of 4 — Score 2 for ownership benefits is bounded by the cited official claim: “your Flagship Orbital Support will have its effect doubled”
- Competition points and rewards3 of 4 — Score 3 for ownership score or rewards is bounded by the cited official claim: “The top guild on each leaderboard will take control of the planet …”
- Ownership duration2 of 4 — Score 2 for cross-session persistence is bounded by the cited official claim: “You will control the planet until your guild conquers another, or until …”
- 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 warfare3 of 4 — Score 3 for organized group warfare is bounded by the cited official claim: “Guild members who meet their point contribution target and place on the …”
- Impact on the wider world2 of 4 — Score 2 for effects on other players is bounded by the cited official claim: “your Flagship Orbital Support will have its effect doubled”
- Game integration2 of 4 — Score 2 for links to other game loops is bounded by the cited official claim: “Guild members who meet their point contribution target and place on the …”
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, a recorded rating or leaderboard, seasonal competition and rewards, and links to other game loops. Unresolved features remain Unknown.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- at most 2 of 5 — Basic ladder
- What limits the result:
- Matchmaking: Component matchmaking remains Unknown after mechanic-specific research; the next level’s mandatory condition is not satisfied.
- 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— 2 primary URLs were reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.
Component scores (0–4):
- Competitive formats3 of 4 — Score 3 for structured formats is bounded by the cited official claim: “Players will be able to queue solo or as a group for …”
- MatchmakingNot assessed — Primary evidence did not resolve opponent matchmaking; retained as Unknown.
- Rating and ladder2 of 4 — Score 2 for a recorded rating or leaderboard is bounded by the cited official claim: “Players will now earn PvP points by playing and completing PvP content.”
- Seasons and rewards3 of 4 — Score 3 for seasonal competition and rewards is bounded by the cited official claim: “Each PvP season, players will be able to advance through 25 levels …”
- 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 integration2 of 4 — Score 2 for links to other game loops is bounded by the cited official claim: “Each PvP season, players will be able to advance through 25 levels …”
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 checked first-party item does not establish a dated substantive release under section 15.4 for this assessment boundary: The excerpt describes a returning event and storefront cosmetics, not a completed substantive content release. Presence remains Unknown rather than Absent.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No participation numerator or eligible-audience denominator can be derived because mechanic Presence is unresolved.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked primary item is insufficient for Presence or Depth: The excerpt describes a returning event and storefront cosmetics, not a completed substantive content release.
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





