

Warframe
LiveShootersLooter ShooterActionRPGAction RPG
- Platforms
- Release:
- 2013
- Developer:
- Digital Extremes
- Scale:
- Average concurrent players52,400
- Player rating:
- 87.8% · 675.8K
- Profile data as of:
- August 29, 2026
Awaken as an unstoppable warrior and battle alongside your friends in this story-driven free-to-play online action game
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
- Warframe (series)
- Release date
- Windows — March 25, 2013
- PlayStation 4 — 2013
- PlayStation 5 — 2020
- Xbox One — 2014
- Xbox Series X|S — 2021
- Nintendo Switch — 2018
- Nintendo Switch 2 — 2026
- iOS — 2024
- Android — 2026
- 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+ · IGDB mirror
- ACB MA 15+ — Mature Accompanied 15+ · IGDB mirror
- GRAC 18+ — Ages 18+ · Steam Store
- ClassInd 18 — Ages 18+ · Steam Store
- Content warnings
- Frequent violence or goreMature content
- Interaction modes
- Single-playerMultiplayerOnline co-opCross-platform play
- Session capacity
- 4 online, 4 online co-op · IGDB mirror
- Access model
- Free to play
- Monetization
- In-app purchases
- Storefront price
- Unknown
- Store contents
- 193 Achievements, 17 DLC · Steam Store, August 29, 2026
- Languages
- EnglishRussianUkrainianGermanFrenchSpanishPortuguese, BrazilItalianPolishTurkish
Classification
- Genres
- ShootersLooter ShooterActionRPGAction RPGEvidence:
- Setting and subject matter
- Science fiction Evidence:
- Camera
- Third-person Evidence:
- Visual style
- Unknown
- Combat system type
- Shooting Evidence:
Scale
Concurrent players · period average
52,400
August 16, 2026 — September 15, 2026
- Detailed value
- 52,416.88
- 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: 52,416
- Date observed
- September 15, 2026
- Source
- Steam Charts
Concurrent players · period peak
76,000
August 16, 2026 — September 15, 2026
- Detailed value
- 75,979
- 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: 75,979
- Date observed
- September 15, 2026
- Source
- Steam Charts
- Ratings
- players87.8% · 675.8KSteam, US storefront · Steam reviews
- players74.6%Global · IGDB mirror
- critics73.5%Global · IGDB mirror
- critics69%Steam, US storefront · Steam Store
- Last update
- August 27, 2026 — Teshin Plushie Campaign (14 updates over 90 days) · Steam update feed
Concurrent players
period average · January 2013 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- Change unavailable: the first month has a zero value
- Gaps
- No gaps in observed months
- Observations
- 164
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 Warframe and supports these component results: identity and communication 2, governance 3, shared progression 3, shared assets and infrastructure 3, competition and territory 2, game integration 4. Unknown functions, adoption, and dependency were not inferred.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Participants:
- A player joins the clan; platform-specific membership boundaries remain unknown.
- Participation format:
- Collective contributions to infrastructure and research combine with team participation in events.
- Depth:
- at most 4 of 5 — Major gameplay system
- What limits the result:
- Collective goals and content: Level 4 is an upper bound because the cited evidence does not establish collective goals; 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:
- High— 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 communication2 of 4 — The cited evidence supports score 2 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 — The cited evidence supports score 3 for shared progression; criteria not stated by the source were not inferred.
- Shared assets and economy3 of 4 — The cited evidence supports score 3 for shared assets and infrastructure; criteria not stated by the source were not inferred.
- Collective goals and contentNot assessed — The targeted official-source review did not establish collective goals; source silence was not converted to score 0.
- Competition, territory, and politics2 of 4 — The cited evidence supports score 2 for competition and territory; criteria not stated by the source were not inferred.
- Game integration4 of 4 — The cited evidence supports score 4 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.
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.
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 Warframe 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.
Assessment scope: Conclave
Official support confirms access to the Conclave matchmaking contour. The matching method, recorded result, seasonal structure, integrity controls, skill differentiation, and links to other game loops remain unresolved.
- 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: “Players can access the Conclave matchmaking through the console in the Orbiter.”
- MatchmakingNot assessed — The source confirms access to Conclave matchmaking, but does not identify random, level-bounded, rating-based, or mature matching rules; 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
Assessment scope: Dark Sector conflicts
Clans and alliances previously competed through Solar Rails for Dark Sector dominance; the current official support guide reports an ongoing armistice.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Not applicable
- Core experience relevance:
- Not applicable
- Observed adoption:
- Not applicable
- Structural expectation:
- Not applicable
- Player dependency:
- Not applicable
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Medium— An official 2014 update confirms the former contour, while the current official support guide confirms that Dark Sectors remain under armistice.
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 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








