

War Thunder
LiveActionSimulation
- Platforms
- Release:
- 2013
- Developer:
- Gaijin Entertainment
- Scale:
- Average concurrent players51,500
- Player rating:
- 71.2% · 780.4K
- Profile data as of:
- August 29, 2026
War Thunder is the most comprehensive free-to-play, cross-platform, MMO military game dedicated to aviation, armoured vehicles, and naval craft, from the early 20th century to the most advanced modern combat units. Join now and take part in major battles on land, in the air, and at sea.
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 — August 15, 2013
- macOS — August 15, 2013
- Linux — August 15, 2013
- PlayStation 4 — 2013
- PlayStation 5 — 2020
- Xbox One — 2018
- Xbox Series X|S — 2020
- Developer
- Publisher
- Age rating
- ESRB T — Teen, age 13+ · Steam Store
- PEGI 16 — age 16+ · Steam Store
- USK 12 — age 12+ · Steam Store
- CERO B — age 12+ · IGDB mirror
- ACB PG — Parental Guidance · IGDB mirror
- GRAC 12+ — Ages 12+ · IGDB mirror
- ClassInd 18 — Ages 18+ · Steam Store
- Content warnings
- Not specified by the storefront
- Interaction modes
- Single-playerMultiplayerOnline PvPOnline co-opCross-platform play
- Session capacity
- 4 online co-op · IGDB mirror
- Access model
- Free to play
- Monetization
- In-app purchases
- Storefront price
- Unknown
- Store contents
- 91 Achievements, 35 DLC · Steam Store, August 29, 2026
- Languages
- EnglishRussianUkrainianGermanFrenchSpanishPortuguesePortuguese, BrazilItalianPolish
Classification
- Genres
- ActionSimulationEvidence:
- Setting and subject matter
- Historical, Military Evidence:
- Camera
- First-person, Third-person Evidence:
- Visual style
- Unknown
- Combat system type
- Vehicular combat
Scale
Concurrent players · period average
51,500
August 18, 2026 — September 17, 2026
- Detailed value
- 51,541.29
- 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: 51,541
- Date observed
- September 17, 2026
- Source
- Steam Charts
Concurrent players · period peak
100,000
August 18, 2026 — September 17, 2026
- Detailed value
- 100,117
- 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: 100,117
- Date observed
- September 17, 2026
- Source
- Steam Charts
- Ratings
- players71.2% · 780.4KSteam, US storefront · Steam reviews
- players74.2%Global · IGDB mirror
- critics64.7%Global · IGDB mirror
- critics81%Steam, US storefront · Steam Store
- Last update
- September 2, 2026 — Get two new decals for the Victory over Japan Day! (20 updates over 90 days) · Steam update feed
Concurrent players
period average · April 2013 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- ×2545996increase from 0 (April 2013) to 50,900 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 161
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 War Thunder and supports these component results: identity and communication 1, shared progression 3, shared assets and infrastructure 1, collective goals 3, competition and territory 3, game integration 3. Unknown functions, adoption, and dependency were not inferred.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Participants:
- A player identity joins a Squadron; the account-versus-character mapping remains unknown.
- Participation format:
- Individual activity contributes to a Squadron-wide pool, alongside the separately documented competitive contour.
- Depth:
- at most 3 of 5 — Developed system
- What limits the result:
- Governance and permissions: Level 3 is an upper bound because the cited evidence does not establish governance; 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 permissionsNot assessed — The targeted official-source review did not establish governance; source silence was not converted to score 0.
- Shared progression3 of 4 — The cited evidence supports score 3 for shared progression; criteria not stated by the source were not inferred.
- Shared assets and economy1 of 4 — The cited evidence supports score 1 for shared assets and infrastructure; criteria not stated by the source were not inferred.
- Collective goals and content3 of 4 — The cited evidence supports score 3 for collective goals; criteria not stated by the source were not inferred.
- Competition, territory, and politics3 of 4 — The cited evidence supports score 3 for competition and territory; criteria not stated by the source were not inferred.
- Game integration3 of 4 — The cited evidence supports score 3 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.
For War Thunder, the reviewed Gaijin Network Ltd 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 Gaijin Network Ltd 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 War Thunder 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 evidence confirms only part of the structured PvP boundary: structured formats. Missing conditions were not inferred.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- at most 1 of 5 — Casual matches
- What limits the result:
- Rating and ladder: Component rating_ladder remains Unknown after mechanic-specific research; the next level’s mandatory condition is not satisfied.
- Partial presence exception:
- Evidence establishes only the cited part of structured PvP; the missing cross-match or rules boundary was not inferred.
- 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: “realistic competitive battles […] Intense PvP experiences in full-scale combat missions at …”
- MatchmakingNot assessed — Primary evidence did not resolve opponent matchmaking; retained as Unknown.
- Rating and ladderNot assessed — Primary evidence did not resolve a recorded rating or leaderboard; retained as Unknown.
- Seasons and rewardsNot assessed — Primary evidence did not resolve seasonal competition and rewards; retained as Unknown.
- 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 War Thunder. 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





