Catalog
Tom Clancy's Rainbow Six Siege

Tom Clancy's Rainbow Six Siege

Live

ShootersAction

Platforms
Release:
2015
Scale:
Average concurrent players55,200
Player rating:
82.1% · 1.6M
Profile data as of:
September 2, 2026

Tom Clancy's Rainbow Six Siege is an elite, tactical team-based shooter where superior planning and execution triumph.

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
  • Tom Clancy’s (brand)
  • Rainbow Six (series)
Release date
  • Windows — December 1, 2015
  • PlayStation 4 — 2015
  • PlayStation 5 — 2020
  • Xbox One — 2015
  • Xbox Series X|S — 2020
Publisher
Age rating
  • ESRB M — Mature 17+ · Steam Store
  • PEGI 18 — age 18+ · Steam Store
  • USK 16 — age 16+ · Steam Store
  • CERO D — age 17+ · Steam Store
  • ACB MA 15+ — Mature Accompanied 15+ · Steam Store
  • GRAC 19+ — Ages 19+ · IGDB mirror
  • ClassInd 16 — Ages 16+ · Steam Store
Content warnings
Mature content
Interaction modes
Single-playerMultiplayerOnline PvPOnline co-op
Session capacity
  • 10 online, 5 online co-op · IGDB mirror
Access model
  • Free to play
Monetization
  • In-app purchases
Storefront price
Unknown
Store contents
  • 48 Achievements, 1 DLC · Steam Store, November 1, 2026
Languages
EnglishRussianGermanFrenchSpanishPortuguese, BrazilItalianPolishTurkishJapanese

Classification

Genres
ShootersAction
Evidence:
Setting and subject matter
Military
Evidence:
Camera
First-person
Evidence:
Visual style
Unknown
Combat system type
Shooting, Tactical combat
Evidence:

Scale

Concurrent players · period average

55,200

October 1, 2026 — October 31, 2026

under 100over 1 million
Detailed value
55,156.08
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: 55,156
Date observed
October 31, 2026
Source
Steam Charts

Concurrent players · period peak

95,900

October 1, 2026 — October 31, 2026

under 100over 1 million
Detailed value
95,933
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: 95,933
Date observed
October 31, 2026
Source
Steam Charts
Ratings
  • players82.1% · 1.6MSteam, US storefront · Steam reviews
  • players78.8%Global · IGDB mirror
  • critics74.2%Global · IGDB mirror
Last update

Concurrent players

period average · December 2015 — September 2026 · Steam · published by source · Steam Charts

120,0000
December 2015September 2026
Change over period
×8.1increase from 7,940 (December 2015) to 64,700 (September 2026)
Gaps
No gaps in observed months
Observations
130

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 Tom Clancy's Rainbow Six Siege, the reviewed Ubisoft 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 Ubisoft 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 Tom Clancy's Rainbow Six Siege, the reviewed Ubisoft 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 Ubisoft 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 Tom Clancy's Rainbow Six Siege 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.

    Primary evidence identifies a competitive PvP mode, but it does not resolve the recorded-result unit required to score the rating ladder above 1. Other unresolved features remain Unknown.

    Access cost:
    Unknown
    Product horizon:
    Unknown
    Depth:
    at most 1 of 5 — Casual matches
    What limits the result:
    Rating and ladder: The recorded-result unit remains Unknown, so the rating ladder cannot be scored above 1 and level 2 is not established.
    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 formats1 of 4 — Score 1 for structured formats is bounded by the cited official claim: “Ranked playlists, Siege Cup […] outplay your opponents […] Every season brings …”
    • MatchmakingNot assessed — Primary evidence did not resolve opponent matchmaking; retained as Unknown.
    • Rating and ladderNot assessed — The reviewed primary source names competitive or ranked play but does not identify a recorded-result unit; the component remains Unknown.
    • Seasons and rewards1 of 4 — Score 1 for seasonal competition and rewards is bounded by the cited official claim: “Ranked playlists, Siege Cup […] outplay your opponents […] Every season brings …”
    • 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 integrationNot assessed — Primary evidence did not resolve links to other game loops; retained as Unknown.

    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 Tom Clancy's Rainbow Six Siege. 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.