Data Analysis #3: The arrival of Statshark answers some old questions

Here is the July data for top-tier battleship performance:

Naval Arcade

Naval Realistic

Not much has changed here compared to the previous month.

StatShark has some issues with how they label their data. I’m not a native English speaker, but in my opinion, “Player Count” (or “Unique Players”) should be something like “Unique Players at BRs”. Also, “Games Played” would be better named “Players at BRs”. The way they have labeled things can be really confusing.

Still, “Player Count” does have some value, because each player can only be listed a limited number of times. For example, there are 25 available BRs in Naval, so a player can only appear up to 25 times in that stat, regardless of how many battles they play. If a very dedicated Naval player played 1000 battles at different BRs in July, they would show up 1000 times in “Games Played”, but only 25 times in “Player Count”. So this metric can still be useful if you want to analyze the data without it being skewed by players who play excessively.

I think when they count “players”, also they count per nation so not 25, but 25 * 7 = 175 max.

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Yes, you are correct.

Technically, it’s possible to check the actual number of unique players here:

But this data comes from a different source, the in-game leaderboard. The problem is that War Thunder has a bug that causes some inactive players to still appear there, so the data is unreliable.

For example, I haven’t played Naval since April, but I’m still included in the Global Statistics. The leaderboard bug just keeps repeating my performance from the last month I actually played, over and over again:

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Based on this leaderboard, StatShark thinks I played 228 Naval Arcade battles last month, which is incorrect:

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I just want to point out that this is a War Thunder leaderboard problem, it’s not an issue with StatShark. This bug has already been reported to WT devs:

The data from General Statistics (Player Count, Games Played, Vehicle Statistics) is accurate because it’s taken directly from battles and player profiles. This section doesn’t include any leaderboard data.

Not only it was the biggest Naval patch, Ground and Air got really lucklester update so this was the perfect storm for Naval’s growth. Seeing those numbers, it’s safe to say Leviathans update was a major failure that should teach Gaijin to never give this much attention to DOA mode, ever again.

@_Poul
That was the usual cope.
Just wait for this and that.

How about we just wait for 2030 so Gaijin can add the most modern ships before we pronounce Naval to be dead ?
I just hope Naval will have more than 3% of the total sessions at that point lmao.

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Statshark showing that this game stopped being an air game as soon as ground was added in 2014. Now it’s a tank game with some Tom Cruise wannabes on the side.

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The continued growth of ground RB into THE dominant mode has been the hidden major War Thunder story of 2025. ~30% growth in one mode while all the others (air, naval, ground AB) basically stayed the same is… Something. And I don’t know if anyone knows exactly why, now.


Where did you saw “growth”, there is no growth. WT palyerbase is more than stable(same people migrate from mode to mode with the events or BP challenges, and come to see new updates) if not say - downscaling over the last two years.
One mode focused events is what killing other modes during the events. That is the biggest mistake ever made by devs - the current event system with never-ending events over whole of the year, stressing out players and forces them play one mode at the time, without brakes to play favorite mode or relax.

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I would look at Poul’s graph from above again, it’s pretty straightforward

dvo9HVa

I’m referring to ground RB going from 100 million player sessions in Feb to 140 million in July, when July is the slow season for War Thunder, while every other mode has stayed basically the same. 30 million player sessions means 1 million more games, or 1,000 more ground RB games per HOUR compared to six months ago, and the trend is only up. Everything else… Basically flat. No obvious impact on any of the other modes from events, updates, or anything else.

The fact the Steam audience hasn’t grown just means those players aren’t logging into Steam, either logging into the game direct or through another service like DMM or using a console.

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You are mistaken May event growth and March and June patch growth with real growth of playerbase. February got Areial and Naval events which shifted players to those modes.

But If we gonna use your own twisted logic, then NAB grow February to July is all cause new Aiming.

Indeed. Steam is one way to login. It doesn’t capture every way to access this game.

Speaking of Steam - take things like steam player numbers and hours played with a grain of salt.

Look at my hours played for War Thunder in Steam:

Screenshot_26

When in reality, the time I’ve actually spent playing War Thunder is a fraction of that. I just have my computer on 24/7 and leave War Thunder alt-tabbed when I’m away from it.

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I do love a testable hypothesis.

Off the top, if the changes in player sessions were solely due to the event cycle going between air and ground and naval, then ground AB numbers would also be up with ground RB, but they’re not. (Similarly, we know naval aiming hasn’t had a net positive effect because naval RB is matching its growth and their were no aiming changes.)

The hypothesis is analogous to finding how many “swing voters” there are in an electorate and the %swing is a findable number. In this case, we can take the relative percentage of air and ground (AB+RB) games (ignoring naval for this because it’s an irrelevantly small number), removing the seasonal effect and also the effects of events that would tend to effect all modes equally (like updates and the April 1 event). We can cross reference that with the number of days a vehicle event of that type was running in that month: for air that’s the F-5A, Meteor and Marut events, and for ground the end of the FV4030, and all of the Fiat 6614, T-34 and T86 events, and express those as the number of “ground days” and “air days” in each month. That gives us this:

Spoiler

So, the effect the 6 months so far shows an effect (there was always going to be some swing) and an initial measure based on the 6 data points so far available. Basically low on the left is a month people swung to air while an event was on, and high and right is a month people swung to ground. If the hypothesis that events drive people between modes were true, we should see a very obvious slope up toward the right here, as more ground event led to more ground play.

The effect of individual events appears to be variable and within a fairly small range. The March ground event (Fiat 6614) did not pull people from air, over and above other factors. Similarly the Meteor event in April did not pull people from ground.

Overall, it looks like the “swing player” (like a swing voter but for War Thunder) manages to account for 2-5% of total games played. The other 95-98% of games played would be played in the mode players prefer for other reasons.

Furthermore that effect could be at the lower end (closer to 2% of games compared to 5%) to the degree the number of ground games is actually growing. If you look at the amount of ground games going from 65% in Feb up to 70% in July (when there was neither a ground nor air event), that 5% increase in ground proportions compared to air likely can’t be explained entirely just by a 2-5% event swing.

Another more likely possibility to consider, especially because Ground AB isn’t changing while ground RB is, is changes to the top tier ground game. Ground RB players, as I showed in the OP, are clustered at top tier. If top-tier Ground RB games are getting significantly faster this year (either due to more one-death leaving or CAS ending games faster, so the average high tier game length has dropped by several minutes) that could also lead to an increase in ground RB games on the same playerbase.

The other OTHER possibility is, as mentioned, that ground RB numbers are growing more than the rest due to new non-Steam audiences taking a liking to that mode. I’ll look at that possibility in another graph next.

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So when we look at the 2025 increase in GRB play, another obvious possibility I should think is the possibility of the game mode attracting interest in new markets globally. Because we know Steam numbers are basically standing still, that would mean a market where you don’t invoke Steam to play, for whatever reason, which tends to rule out player growth in North America and Europe somewhat, but would include Russia, China and Japan as possible growth areas, among other places.

It’s also plausible that you would tend to have a “home field advantage”, in that people from a given country coming to the game will play more of their native country’s tech tree than average. So looking at which nations have been gaining share in GRB could help establish this.

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The nations played is actually pretty consistent. The biggest gain proportionally has actually been the German tree, followed at a distance by China, US and Israel… biggest losers have been USSR and Japan, and to a lesser degree UK and Italy, with Sweden and France basically unchanged (in that their absolute numbers of games played are still growing, but basically on the average of everyone else).

So there could be a small “China effect” here due to an influx of China players, but it seems pretty minor. The growth in Germany-tree players has been much larger… which brings one around to another possibility… that Gaijin could just have been basically doing a better job marketing the ground game and keeping it fresh this year, compared to air. The 3-vehicle packs on sale at the store, starting with the Tiger tripack for the German tree, a sales opportunity unique to ground at the moment, have doubtless increased player numbers (although that can’t be the whole story by itself either, as the Tiger pack launch predates the beginning of Statshark measurement). It’s possibly as simple as that for gamers who want to play tanks War Thunder RB may have come to be seen as superior to the alternatives in 2025 in a way the other two modes don’t benefit from.

At any rate, it is very interesting to see this continuing through July with ground RB as the one mode with any significant player growth in 2025, and it’ll be interesting to see how the company responds.

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Isnt it possible that this is affected by how “good” the event reward is?

For example I main ground, getting ground vehicle even if its not good is no brainer for me because it does not require me to change anything about how I normally play Warthunder.

However getting air vehicle requires me to switch over to ARB and play it regularly, a significant change to how I normally play. And, in order to do so, the reward needs to be appealing.

Since the start of the year, that wasnt the case with air events.

Are you blind? Or just ignoring that GAB and GRB totally correlating month to month.
image

Oh absolutely that’s going to be a factor. The argument put forward was that the growth in ground RB was entirely tied to people switching modes en masse due to single vehicle events, not that they switch more for the good events.

So far we’ve shown available data shows the event swing on average is only 2-5% of games played, not enough to account for the ground RB gains. Probably the “good vehicles” get a higher swing within that range, sure. Two things: the Fiat 6614 event (no comment on the actual vehicle quality) was actually quite popular if you count vehicles placed on the market and market cost: more than the T86, and as much as the T34. So if people only switched between modes for events they would have switched just as much for the Fiat, but as the stats show GRB actually was played much less that month than in May (T-34) or June (T86). And May, the month where ground RB broke all records, 15 million more sessions or 500,000 more actual games (500 more every single HOUR) than the previous month was… just the T-34-85 event, nothing else? Did anyone feel that was the hugest, most amazing War Thunder event they’ve ever seen, bigger than anything else this year? Did we all miss the hype?

The simple fact is more games are being played in ground RB in 2025 than presumably ever before, both in absolute and relative terms. I’ve suggested a couple reasons why over the last six months it has apparently continued to cement itself in as the dominant game mode. There’s a worthwhile debate to be had as to those reasons WHY that is; but to pretend it’s not against all the Statshark data is basically flat-earthism levels of denial.

We should get a good new data point in another month by the way, assuming the remaining August event vehicle is an air vehicle and a good one. We didn’t see any big swings back to air for the previous events this year (granting NF-5A did move the needle a bit), but hey, maybe the next one will do it. Or maybe the stats are right and 95% of War Thunder players’ mode choice night-to-night has nothing to do with chasing events. We’ll see. My take would be, as we’ve seen in the past, it can be very easy to be on a forum, where community member engagement and awareness levels are very high compared to the average player, and mistake our informed, event-chasing experience as a subgroup for the regular player’s experience. Happens in every game, all the time.

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Ah, I see what Ive got wrong.

My theory that I’m basing on a hunch, so take with a grain of salt, is that the continued instability and dramas occurring with World of Tanks has led to an exodus of players to War Thunder. Now a player from that game could settle with Thunder’s arcade mode… but why? why would you come to play some dodgy arcade mode, when you can embrace the bigger point of difference between these two games: RB mode.