Showing posts with label SteamDB. Show all posts
Showing posts with label SteamDB. Show all posts

Saturday, September 19, 2026

AION 2 Ends Its Global Test at 69% Positive on Steam: Players Are Still Divided


AION 2's first global public test is over. The temporary characters are gone, the Playtest servers are offline, and tens of thousands of players now have roughly eleven days to decide whether they want to return for Advanced Access. The first measurable verdict is not overwhelmingly positive, but it is considerably better than it looked during the opening hours. At the time of writing, AION 2's Steam Playtest sits at 69 percent positive user reviews, placing the reception firmly in mixed territory rather than producing either the disaster or runaway triumph some corners of the MMO community were predicting.

That number becomes more interesting when viewed across the entire test. SteamDB recorded the Playtest at around 48 percent positive during an early snapshot on September 17. Later data showed that climbing into the 60s, and after Day 2 the score has reached 69 percent. Steam ratings can continue changing as more people submit reviews, so 69 percent should be treated as a snapshot rather than carved into the walls of Atreia. Still, the direction is notable: the player score improved as the test went on.

AION 2 Finished With 73,761 as Its Steam Peak

The final player numbers are now available as well. AION 2 reached an all-time Steam peak of 73,761 concurrent players on September 17. Day 2 came remarkably close, reaching a 24-hour peak of 73,739, just 22 players short of the first session's record.

That is useful context because the second test window did not collapse after the curiosity of Day 1 wore off. The audience returned at almost exactly the same peak level for another six-hour session, despite knowing that every character would disappear when the servers closed.

As we noted when AION 2 first hit 73,761 concurrent Steam players, these numbers still exclude everyone using NC's PURPLE launcher. The actual global test population was therefore larger, although NC has not provided a combined concurrency figure.

The Review Score Started Much Worse

The change in Steam sentiment may be the most interesting part of the test.

Early reactions were rough. During the opening period, SteamDB captured a review percentage below 50 percent. At that point, many of the complaints focused on exactly the things that make the strongest impression during AION 2's first hour: auto-navigation, the interface, extremely easy introductory combat and the feeling that parts of the game resemble a mobile MMORPG transplanted onto PC.

That criticism did not disappear. Steam discussions are still full of players complaining about auto-run, auto-potions, menu design and the generally streamlined structure of the opening quests. Some players tried the game for twenty minutes, decided they had seen another familiar Korean MMO formula and uninstalled.

But other players did something rather inconvenient for an immediate internet verdict.

They kept playing.

AION 2 Seems to Have a First-Hour Problem

Yesterday we looked at the first AION 2 player impressions after Day 1, and one pattern appeared repeatedly: players who disliked the opening hour sometimes became substantially more positive after additional skills, progression systems and group activities unlocked.

One highly discussed MMO community post came from a player who initially disliked the combat, auto systems and mobile-like presentation, then continued playing with friends for five hours and ended up disappointed when the servers closed. Other reactions described something similar. Combat starts extremely simple, but becomes more interesting once classes gain enough abilities for chained skills and actual rotations to develop.

The Steam review curve does not prove that every negative player simply needed to play longer. Plenty of people remained unconvinced after several hours, and that is perfectly legitimate. But the improvement from an early sub-50 percent snapshot to 69 percent after the full test is at least consistent with the idea that AION 2 makes a weaker first impression than it does a third or fourth impression.

The Mobile-Like UI Is Still the Biggest Recurring Complaint

The criticism that refuses to go away concerns AION 2's interface and automation.

Players repeatedly describe the UI as mobile-like, with large interface elements, strongly guided navigation and several automated conveniences. Auto-movement remains particularly divisive. Some players treat it as a harmless option when moving between quest objectives. Others see its presence as symbolic of exactly the sort of MMO design they hoped AION 2 would avoid.

The strange part is that the world itself is receiving plenty of praise. AION 2's vertical environments, floating architecture and large landscapes are among the most consistently appreciated parts of the test, which makes automatically following a route through them feel particularly odd to players who would rather explore manually.

NC now has a useful problem to solve. The systems that make AION 2 approachable may also be the systems making some veteran MMO players dismiss it before its stronger combat and progression have time to appear.

Combat and Progression Are Helping the Other Side of the Argument

Positive reactions tend to focus on a different set of features: combat once more skills unlock, character progression, the pet and mount collection systems, visual quality and the sheer number of things available to improve.

AION 2 constantly gives the player another number, item, passive tree or system to develop. That can eventually become dangerous in an MMO, because today's satisfying progression menu can become next month's list of mandatory chores. But across twelve hours of temporary testing, many players clearly enjoyed the feeling of continually unlocking something new.

The game's combat also has more going on beneath the simple opening than first appears. NC continues adjusting systems such as animation cancelling and skill chaining, while the eight launch classes develop significantly as additional abilities become available.

That does not erase the criticism of the first few levels. It simply explains why somebody can dislike AION 2 at level 5 and enjoy it considerably more later the same evening.

The Test Was Missing Some of AION 2's Most Controversial Systems

There is another major reason not to treat 69 percent as a review score for the complete game.

The Launch Scale Test disabled the Shop, Quna purchases, Membership, the Market, Quna Exchange and other payment systems. The level cap was 37, Founder's Pack items were unavailable and every piece of progression was wiped after Day 2. NC's official test rules were explicit that this was a limited scale test rather than a complete representation of long-term progression. ([steamdb.info](https://steamdb.info/patchnotes/25369750/))

That means players were unable to properly experience one of AION 2's most controversial subjects: monetization. We have already looked at how the $15 Membership affects Market access and other systems, and NC has now clarified after the test that direct player-to-player trading will be disabled as an anti-bot measure, leaving the Market as the central trading system.

The economic conversation will therefore change considerably once the permanent servers open.

NC Is Already Making Changes After the Test

The Launch Scale Test did more than produce a Steam score. NC used Day 1 feedback to push crash fixes, improve quest-object interaction ranges and open four additional European servers during the test.

After the test closed, NC also confirmed changes to its launch queue policy. Players in good account standing can enter a priority queue when servers are at capacity, although NC stresses that priority does not guarantee immediate entry. Accounts under disciplinary action or suspected of violating the Terms of Service can lose that privilege.

Steam users must now uninstall the separate Playtest application and download the retail AION 2 client before Advanced Access. PURPLE users do not need the same extra step.

69 Percent Is Neither a Disaster Nor a Victory Lap

A 69 percent Steam score is exactly the sort of number that allows everyone to find evidence for whatever they already believed.

If you expected AION 2 to be another polished but over-automated Korean MMO, plenty of reviews will support that conclusion. If you hoped for strong combat, beautiful environments and an enormous progression-heavy MMO, there are plenty of players saying they found exactly that too.

The more useful observation is that sentiment improved during the test while player concurrency remained remarkably stable between the two sessions. AION 2 hit 73,761 players on Day 1 and 73,739 on Day 2, while the Steam review percentage climbed substantially from its early position.

That is a much healthier story than a test where everybody arrives once, hates the first hour and never comes back.

It is also far too early for celebration.

The real test begins when the wipe is gone, the economy is active, Membership matters, endgame progression starts consuming weeks instead of hours and players have to decide whether AION 2 deserves a permanent place in their MMO rotation.

For now, 69 percent positive feels strangely appropriate.

AION 2 has convinced a lot of people. It has annoyed plenty of others. And with Advanced Access beginning September 30, the argument has barely started.

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Friday, September 18, 2026

AION 2 Hits 73,761 Concurrent Steam Players During Its First Global Test


AION 2 has finally been placed in front of a global PC audience, and quite a few people apparently wanted to see what NC has been building. During the first day of the Launch Scale Test on September 17, AION 2 reached an all-time peak of 73,761 concurrent players on Steam, according to SteamDB. For a temporary test running for just six hours, with every character destined for deletion, that is a fairly substantial first showing.

There is an important qualifier immediately: 73,761 is not the total AION 2 test population. The Launch Scale Test is available through both Steam and PURPLE, while SteamDB can naturally only see players using Steam. NC has not published a combined concurrency figure for the two platforms, so the actual number of people exploring the global version at peak was higher. How much higher, we simply do not know.

73,761 Players Joined a Test Where Nothing Survives

The number becomes more interesting once you look at the structure of the test itself. Day 1 only ran from 15:00 to 21:00 CEST on September 17, giving players a six-hour window. The second session runs from 21:00 CEST on September 18 until 03:00 on September 19.

NC has also made it very clear that this is not early progression disguised as a beta. Characters carry from Day 1 into Day 2, but everything is wiped once the test finishes. Nothing transfers into Advanced Access on September 30 or the full October launch.

The Market, Quna Exchange, player trading, Membership systems, Founder's Pack bonuses and all payment functionality are disabled as well. The level cap is 37. In other words, tens of thousands of Steam players turned up knowing perfectly well that everything they accomplished would shortly disappear into the MMO void. That is usually a reasonably healthy indication that people are curious.

This Is Not the Same as a Launch Player Count

It is tempting to take a SteamDB graph and immediately begin predicting the future. We would avoid that.

A free public test and a live MMO launch are two very different things. There was no purchase required, no invitation system and no meaningful commitment involved beyond downloading a rather large client. Some players will have logged in purely to inspect the character creator, test performance or satisfy their curiosity before deciding that AION 2 is not for them.

At the same time, the limited six-hour window works in the opposite direction. This was not a normal 24-hour period where players could log in whenever convenient. Everyone using Steam had to squeeze into the same relatively narrow block of time, which makes concurrency particularly visible.

The number is therefore best treated for what it is: the first concrete indication of global interest in AION 2 on Steam, not a prediction of how many people will still be playing three weeks after launch.

PURPLE Makes the Real Test Population Impossible to See

This is also why comparisons with other MMO tests need some care. AION 2 is not a Steam-only release. Players can access the global game directly through NC's PURPLE platform as well, something we covered in our Steam vs PURPLE guide.

Someone playing through PURPLE never appears on SteamDB's chart. That means 73,761 should effectively be read as “at least 73,761 concurrent PC players” rather than the complete peak for Day 1.

Whether Steam becomes the dominant platform after launch will be interesting to watch. Steam gives us transparent public concurrency data, while PURPLE does not, so the visible number will always represent only one part of AION 2's global audience.

The Test Is Also Doing What NC Actually Needs It to Do

The entire point of a Launch Scale Test is to put real pressure on infrastructure before the permanent characters arrive. NC opened the test to everyone with no keys, invitations or registration list, which makes a large turnout considerably more useful than a carefully controlled closed beta.

It also gives players their first chance to test many of the things we have spent the past week discussing theoretically: the eight global launch classes, the game's combat, regional latency and whether their machines actually meet the AION 2 PC requirements.

NC scheduled maintenance after the first test session, with the game servers temporarily unavailable ahead of Day 2. For a scale test, that is not particularly alarming. Finding problems while the characters are disposable is considerably preferable to discovering them on September 30 while several thousand Founder's Pack owners are staring angrily at a login screen.

Day 2 Could Push the Steam Peak Even Higher

The second Launch Scale Test session begins tonight at 21:00 CEST. The later European start and Friday timing could produce a different concurrency pattern, although there is no guarantee the Day 1 record will be beaten.

We will know the final Steam peak once that second session is over. For now, 73,761 concurrent Steam players is the number to beat.

Then comes the considerably more important test. Founder's Pack owners enter through Advanced Access on September 30, followed by the full AION 2 global release on October 5.

A six-hour test cannot tell us whether AION 2 will become the next long-term MMO success. It can tell us that a lot of people were willing to turn up for the audition.

73,761 of them on Steam alone, in fact.

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