Catalog
World of Tanks

World of Tanks

Live

ActionSimulation

Platforms
Release:
2011
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.

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
  • World of Tanks (series)
Release date
  • Windows — 2011
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
ActionSimulation
Evidence:
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

under 100over 1 million
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

under 100over 1 million
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

Concurrent players

period average · May 2021 — August 2026 · Steam · published by source · Steam Charts

10,4000
May 2021August 2026
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

RealmScanner is a research catalog for multiplayer games. Data comes from public sources; coverage and evidence appear beside each assessment.