

World of Tanks
LiveActionSimulation
- Platforms
- Release:
- 2011
- Developer:
- Wargaming Group Limited, Wargaming.net
- Scale:
- Average concurrent players6,490
- Player rating:
- 79.8% · 100.8K
- Profile data as of:
- August 29, 2026
World of Tanks is a tactical action game with very different gameplay depending on the vehicle type and role. Aside from regular PvP, there are competitive and clan-based modes, special PvE and PvPvE events, and much more. Whether you play to dominate or just enjoy the ride, you'll fit right in.
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
- World of Tanks (series)
- Release date
- Windows — 2011
- Developer
- Publisher
- Age rating
- ESRB T — Teen, age 13+ · Steam Store
- PEGI 12 — age 12+ · Steam Store
- USK 12 — age 12+ · Steam Store
- CERO A · IGDB mirror
- ACB PG — Parental Guidance · IGDB mirror
- GRAC 12+ — Ages 12+ · Steam Store
- ClassInd 10 — Ages 10+ · Steam Store
- Content warnings
- Not specified by the storefront
- Interaction modes
- MultiplayerOnline PvP
- Session capacity
- 30 online · IGDB mirror
- Access model
- Free to play
- Monetization
- In-app purchases
- Storefront price
- Unknown
- Store contents
- 60 Achievements, 32 DLC · Steam Store, August 29, 2026
- Languages
- EnglishRussianUkrainianGermanFrenchPortuguese, BrazilItalianPolishTurkishJapanese
Classification
- Genres
- ActionSimulationEvidence:
- Setting and subject matter
- Military Evidence:
- Camera
- First-person, Third-person, Isometric Evidence:
- Visual style
- Unknown
- Combat system type
- Vehicular combat, Tactical combat
Scale
Concurrent players · period average
6,490
August 16, 2026 — September 15, 2026
- Detailed value
- 6,493.5
- 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: 6,493
- Date observed
- September 15, 2026
- Source
- Steam Charts
Concurrent players · period peak
11,900
August 16, 2026 — September 15, 2026
- Detailed value
- 11,873
- 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: 11,873
- Date observed
- September 15, 2026
- Source
- Steam Charts
- Ratings
- players79.8% · 100.8KSteam, US storefront · Steam reviews
- players77.1%Global · IGDB mirror
- critics72.9%Global · IGDB mirror
- critics80%Steam, US storefront · Steam Store
- Last update
- September 1, 2026 — Update 2.4: Overdrive (20 updates over 90 days) · Steam update feed
Concurrent players
period average · May 2021 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- ×3.7increase from 1,590 (May 2021) to 5,930 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 64
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.
The listing confirms clan-based modes but does not describe persistent membership or governance of the organization itself.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Participants:
- Unknown: the reviewed official material does not establish whether membership attaches to an account, character, server identity, or another unit.
- Participation format:
- Unknown: the reviewed official material does not establish how individual actions aggregate into a persistent collective outcome.
- Depth:
- at most 2 of 5 — Utility layer
- What limits the result:
- Governance and permissions: Level 2 is an upper bound because the cited evidence does not establish governance; a stronger level was not inferred.
- Partial presence exception:
- Only the cited organizational or event contour is established; the evidence does not support a broader persistent clan-system contour.
- 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 limited 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 progressionNot assessed — The targeted official-source review did not establish shared progression; source silence was not converted to score 0.
- Shared assets and economyNot assessed — The targeted official-source review did not establish shared assets and infrastructure; source silence was not converted to score 0.
- Collective goals and content2 of 4 — The cited evidence supports score 2 for collective goals; criteria not stated by the source were not inferred.
- 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 integration2 of 4 — The cited evidence supports score 2 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 World of Tanks, the reviewed Wargaming Group Limited 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 Wargaming Group Limited 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.
Global Map links province capture, Prime Time, income, Headquarters, connected fronts, alliances, and a seasonal political leaderboard.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- 3 of 5 — Developed warfare
- What ownership gives the owner over others:
- Resources or income from the territory itself
- 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:
- High— 4 primary URLs were reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.
Component scores (0–4):
- Capture and contest2 of 4 — Score 2 is a conservative ceiling: the official guide confirms province transfer through battles, but the reviewed evidence does not establish the preparation and meaningful defense required for score 3.
- Ownership benefits: assets, income, and access3 of 4 — Score 3 for ownership benefits is bounded by the cited official claim: “Only the provinces connected to the Headquarters bring income in gold.”
- Competition points and rewards3 of 4 — Score 3 for ownership score or rewards is bounded by the cited official claim: “Clans that own groups of provinces will also receive clan Fame Points.”
- Ownership duration3 of 4 — Score 3 for cross-session persistence is bounded by the cited official claim: “if the province is captured, the clan who transferred the battle becomes …”
- Accumulated developmentNot assessed — Moving a Division between provinces does not establish accumulated territorial development; retained as Unknown.
- Space and map strategy4 of 4 — Score 4 for spatial strategy is bounded by the cited official claim: “A Division can move across a clan's provinces and attack the provinces …”
- Collective organization of warfare4 of 4 — Score 4 for organized group warfare is bounded by the cited official claim: “A union of clans that allows them to transfer provinces and battles …”
- Impact on the wider world2 of 4 — Score 2 for effects on other players is bounded by the cited official claim: “Part of a Minor Power’s income is withheld as tax for their …”
- Game integration3 of 4 — Score 3 for links to other game loops is bounded by the cited official claim: “Only the provinces connected to the Headquarters bring income in gold.”
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 a team competitive PvP contour with structured formats, opponent matchmaking, a recorded rating or leaderboard, seasonal competition and rewards, skill differentiation, and links to other game loops. Unresolved features remain Unknown.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- 3 of 5 — Developed competitive system
- 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 formats2 of 4 — Score 2 for structured formats is bounded by the cited official claim: “Onslaught is a new competitive game mode featuring 7v7 battles”
- Matchmaking3 of 4 — Score 3 for opponent matchmaking is bounded by the cited official claim: “The matchmaker will assemble teams with players of similar ratings”
- Rating and ladder2 of 4 — Score 2: Rating Points gained or lost after each battle establish a personal rating, but not seasonal rank history or visible player placement.
- Seasons and rewards3 of 4 — Score 3 for seasonal competition and rewards is bounded by the cited official claim: “Season of the Griffin will last six weeks”
- Competitive integrityNot assessed — Primary evidence did not resolve competition-integrity controls; retained as Unknown.
- Skill expression2 of 4 — Score 2 for skill differentiation is bounded by the cited official claim: “Role Skills can have a decisive impact on the outcome of battle”
- Game integration2 of 4 — Score 2 for links to other game loops is bounded by the cited official claim: “exclusive customization rewards based on your Rank”
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 World of Tanks. 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










