u/LostOnTauCetiIV

Steam Charts are widely misunderstood - Marathon's playerbase is probably pretty healthy

Steam Charts are widely misunderstood - Marathon's playerbase is probably pretty healthy

People put way too much stock into concurrent player charts without really understanding what they measure.

Concurrent players only tell you how many people have the game open at a specific moment. That’s useful for gauging matchmaking health, and yeah, Marathon definitely has some regional matchmaking issues right now. But beyond that, concurrency alone doesn’t tell you much about the actual size of the playerbase.

It doesn’t tell you:

  • how long people are playing
  • how often they come back
  • how many unique players are active overall

Those variables matter because they’re what determine the size of the actual active player base, which is the metric publishers care about when evaluating retention and long term viability.

Active players are the people who potentially buy cosmetics, season passes, and expansions.

Live service games survive on sustained engagement across an active population, not just raw concurrent counts.

Estimating Active Players

You can actually estimate active players pretty easily. It requires you make a few assumptions, but the beauty of it is you don't have to rely on my assumptions alone - you can fiddle with the numbers yourself and come to your own conclusions.

p = (24 / x) * y * (7 / s)

Where:

  • x = average playtime per session (hours)
  • y = average concurrent players
  • s = average days played per week
  • p = estimated weekly active players

Using what I think are pretty reasonable assumptions for Marathon::

  • ~2.5 hour average sessions
  • ~2.5 play days per week
  • ~13k average concurrent players over the last month

That gives you roughly:

~350k weekly active players

DAU using the same assumptions lands around:

~125k daily active users

Not Cope, Just a Heuristic Approach to Better Understanding the Health of Marathon's Playerbase

Before everybody starts foaming at the mouth calling this cope, no, this doesn’t mean Marathon is secretly thriving or exploding in popularity.

It just means “Steam charts low = dead game” is an extremely shallow way to analyze a live service title.

The interesting thing is these estimates actually line up reasonably well with outside sources too. PlayTracker estimates are in the same ballpark, and Paul Tassi mentioned Marathon peaked around ~470k DAU with averages closer to ~380k during periods where concurrency was around ~35k.

The broader point is that concurrency is one metric in a much larger retention and monetization equation. People treat it like the entire autopsy report when it’s really just checking the pulse.

u/LostOnTauCetiIV — 6 days ago