

Tom Clancy's Rainbow Six Siege
LiveShootersAction
- Platforms
- Release:
- 2015
- Developer:
- Ubisoft Montreal
- 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.
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
- Developer
- 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
- ShootersActionEvidence:
- 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
- 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
- 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
- October 15, 2026 — DESIGNER'S NOTES: Y11S3 MID-SEASON UPDATE (16 updates over 90 days) · Steam update feed
Concurrent players
period average · December 2015 — September 2026 · Steam · published by source · Steam Charts
- 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









