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R.E.P.O. concurrent players, 2025 to 2026

Concurrent players of R.E.P.O. on Steam, the standard public measure of a PC game's active audience. · updated Jul 2026

About this statistic

R.E.P.O. concurrent players stood at 17,060 in 2026, down 30.6% on the previous period.

R.E.P.O. ran at 21,945 concurrent players on Steam as of 2026-07-01. The recorded peak in this window is 266,908 (2025-03-01); the low is 15,825 (2025-02-01).

How it is measured

The figures are concurrent player counts from Steam's public API: how many people were in the game at the moment sampled. Concurrency is the games industry's standard public audience measure precisely because it is directly observable; total ownership and monthly players are private. It undercounts by construction, one point-in-time snapshot misses everyone who played at other hours, but it compares cleanly across games and across time.

What the curve shows

Player curves are product history written in telemetry: launches spike, big updates and sales resurrect, and the decay rate between events measures how sticky the game actually is. The distance between R.E.P.O.'s peak of 266,908 and its current 21,945 is the retention story in two numbers.

Frequently asked questions
Is this the number of people who own the game?
No, far from it. It is how many were playing at once at the sampled moment. Ownership and monthly active players are much larger and mostly unpublished; concurrency is the public, comparable slice.
Why the daily and weekly rhythm?
Time zones and weekends. Concurrency peaks when the game's core regions are in their evening, and weekends run higher than weekdays, so the fine structure of the line is a clock as much as a trend.
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R.E.P.O. concurrent players — Kitegraph