At the 2026 Gamescom, John Buckley, Publishing Director of Palworld, offered his perspective on data‑based evaluation practices in the gaming industry, cautioning audiences against defining a game’s success solely by its Steam concurrent player count.

SteamDB’s concurrent‑player figures have long been widely used by players as a key benchmark for gauging a game’s popularity. The metric tracks how many people are playing at the exact same moment. While it works reasonably well for multiplayer online games, it produces notable distortions when applied to single‑player and casual‑style titles. Buckley gave an example: a game might have merely 1,000 concurrent players yet reach 20,000 daily active users (DAU). The two numbers paint vastly different pictures of player scale. He advocates for making daily‑active‑user data public to reveal a game’s true audience size.

Besides, Steam statistics only cover the Steam platform. Players on XGP, consoles and other PC clients are entirely excluded from its metrics. Take Palworld for instance: many players experience the title via XGP, and this group goes unrecorded by Steam. Single‑platform figures therefore underestimate the game’s overall performance.
That said, concurrent‑player data is not entirely useless. It can serve as analytical material but must be interpreted alongside cross‑platform context. Nowadays many players treat player‑count numbers as a scoring tool to praise or criticize games. Yet Steam metrics only reflect its own platform and do not represent a title’s true cross‑platform performance.

