Catalog
Tom Clancy’s The Division™

Tom Clancy’s The Division™

Live

ShootersLooter ShooterActionAdventureRPG

Platforms
Release:
2016
Scale:
Average concurrent players720
Player rating:
71% · 97.1K
Profile data as of:
September 2, 2026

A tactical open world third-person shooter set in New York after a deadly pandemic. Team up or go solo to restore order against deadly factions, secure loot, and conquer high-risk endgame challenges.

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)
  • The Division (series)
Release date
  • Windows — March 7, 2016
  • PlayStation 4 — 2016
  • PlayStation 5 — 2025
  • Xbox One — 2016
Publisher
Age rating
  • ESRB M — Mature 17+ · Steam Store
  • PEGI 18 — age 18+ · Steam Store
  • USK 18 — age 18+ · Steam Store
  • CERO D — age 17+ · Steam Store
  • ACB MA 15+ — Mature Accompanied 15+ · Steam Store
  • GRAC 19+ — Ages 19+ · Steam Store
  • ClassInd 16 — Ages 16+ · Steam Store
Content warnings
Mature content
Interaction modes
Single-playerMultiplayerOnline PvPOnline co-op
Session capacity
  • 16 online, 4 online co-op · IGDB mirror
Access model
  • One-time purchase
Monetization
  • In-app purchases
Storefront price
  • $29.99Steam, US storefront
Store contents
  • 60 Achievements, 11 DLC · Steam Store, November 1, 2026
Languages
EnglishRussianGermanFrenchSpanishPortuguese, BrazilItalianPolishJapaneseKorean

Classification

Genres
ShootersLooter ShooterActionAdventureRPG
Evidence:
Setting and subject matter
Science fiction, Military
Evidence:
Camera
Third-person
Evidence:
Visual style
Unknown
Combat system type
Shooting
Evidence:

Scale

Concurrent players · period average

720

October 1, 2026 — October 31, 2026

under 100over 1 million
Detailed value
719.64
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: 719
Date observed
October 31, 2026
Source
Steam Charts

Concurrent players · period peak

1,770

October 1, 2026 — October 31, 2026

under 100over 1 million
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: 1,770
Date observed
October 31, 2026
Source
Steam Charts
Ratings
  • players71% · 97.1KSteam, US storefront · Steam reviews
  • players73.5%Global · IGDB mirror
  • critics79.8%Global · IGDB mirror
Last update

Concurrent players

period average · March 2016 — September 2026 · Steam · published by source · Steam Charts

65,1000
March 2016September 2026
Change over period
−99%decrease from 65,100 (March 2016) to 615 (September 2026)
Gaps
No gaps in observed months
Observations
127

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 The Division™, 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 The Division™, 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 The Division™ 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.

    Official-source search did not resolve a built-in PvP contest with formal rules and a recorded cross-match result 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 The Division™ did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.

    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 targeted source check did not establish dated substantive releases for Tom Clancy’s The Division™ within the 2025-09-02 to 2026-09-02 window. Silence was not classified as absence.

    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— A mechanic-specific primary source was checked, but it did not establish both required criteria or an explicit negative statement.

    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.