Helldivers II broke 250k+ CCU on Steam: first PlayStation PC release to do so

Great so even the reason a PlayStation game on Steam sucks is Microsoft? lol
The only reason you would run into capacity issues with Azure (or any other Hyperscaler) is a lack of upfront planning. Hyperscalers can scale out massively but it is not as simple as flipping a switch.
 
Arrowhead employs ~100 people.
Remedy's Alan Wake 2 was made by 130 something employees and people call that it AAA. Where's the cut-off point? Arrowhead spent more time developing the game so its budget must've been higher.
You're not counting contractors + people from Sony that assisted with this (like XDEV etc).

Permanent employee headcount is not enough to measure whether a game is AA or AAA.
 
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360k+ people on Helldivers 2 across Steam and PS5. No wonder Suicide Squad had zero server issues.
 
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The only reason you would run into capacity issues with Azure (or any other Hyperscaler) is a lack of upfront planning. Hyperscalers can scale out massively but it is not as simple as flipping a switch.

Take that up with the CEO who just took a shot at MS. Sure he has a reason to stave blame away for the server problems, so maybe it was a cheap shot.
 
The same can be said for Hellblade 2.

i dunno why people get triggered by it. in fact I think its a compliment that sony didnt need to spend GoW, DS, TLoU or Horizon money to produce something that feels fresh, is getting high prise by the community and has surpassed expectations.


Top-notch production values + heavy marketing + technical support and resources from PS Studios = AAA. Games ranging from, let's say, 90 million to 1 billion fall under the same category. With massive GaaS like GTA, Fortnite or Genshin Impact maybe this should be revised.

Helldivers better be AAA, for the only way to keep a GaaS running is throwing in a lot of money. In the long run, it will cost as much as the games you mentioned,.
 
I wish we had something on the PS5 dashboard which was like CCU in game now type thing.

I think people would be shocked how many people are online playing even the most "crap" or older games.

Shame it still doesnt work very well on PC for me in terms fo connection, even solo games disconnect which is bizarre.
 
I have yet to become a Super Citizen due to work and other pointless things.

The game is surprisingly very watchable
 
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I wish we had something on the PS5 dashboard which was like CCU in game now type thing.

I think people would be shocked how many people are online playing even the most "crap" or older games.

Shame it still doesnt work very well on PC for me in terms fo connection, even solo games disconnect which is bizarre.
Valve is a rare unicorn when it comes to sharing such data. For everyone else in the industry it's considered company secrets.
Activision used to have player counts in older COD games and MMOs used to have detailed server population numbers, but then they started obfuscating the numbers. Sometimes for good reason, whenever a narrative or clickbait about a game dying or loosing users starts spreading, Steam data is behind it.
 
Some Steam CCU all time peaks of coop-ish MP shooters as reference:
  1. Destiny 2 316,750 (F2P)
  2. Halo Infinite 272,586 (F2P)
  3. Payday 2 247,709
  4. Rainbow Six Siege 201,053
  5. Helldivers II 196,089
  6. Warframe 189,837 (F2P)
  7. Left 4 Dead 2 162,399
  8. Halo MCC 161,024
  9. Outriders 125,143
  10. Borderlands 2 124,678
  11. Remnant II 110,856
  12. Warhammer 40,000 Darktide 108,395
  13. Warhammer Vermintide 2 104,323
  14. Borderlands 3 93,820
  15. Payday 3 77,938
  16. Killing Floor 2 69,987
  17. Payday 50,316
  18. Deep Rock Galactic 46,687
  19. Left 4 Dead 30,616
  20. Vermintide 24,700
  21. Killing Floor 24,107
  22. Borderlands 23,655
Today peaked even higher, and still has login and matchmaking server issues. We still didn't see its final form, once fixed pretty likely will go higher!
 
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Some Steam CCU all time peaks as reference:
  1. Destiny 2 316,750 (F2P)
  2. Halo Infinite 272,586 (F2P)
  3. Payday 2 247,709
  4. Rainbow Six Siege 201,053
  5. Helldivers II 196,089
  6. Warframe 189,837 (F2P)
  7. Left 4 Dead 2 162,399
  8. Halo MCC 161,024
  9. Outriders 125,143
  10. Borderlands 2 124,678
  11. Remnant II 110,856
  12. Warhammer 40,000 Darktide 108,395
  13. Warhammer Vermintide 2 104,323
  14. Borderlands 3 93,820
  15. Payday 3 77,938
  16. Killing Floor 2 69,987
  17. Payday 50,316
  18. Deep Rock Galactic 46,687
  19. Left 4 Dead 30,616
  20. Vermintide 24,700
  21. Killing Floor 24,107
  22. Borderlands 23,655
Today peaked even higher, and still has login and matchmaking server issues. We still didn't see its final form, once fixed pretty likely will go higher!
Trash infinite and Shit Destiny are F2P trash though.
 
i like how "suddenly" everybody just comparing helldivers with palworld

tbh, i doubt any games in the near future is going to win over palworld all time peak anyway.

Just imagine comparing palworld to baldurs gate 3 or other AAA games out there, just silly.
 
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I totally get it. When I'm not in Helldivers i'm thinking about it and getting back in it. It's crack.

The rush you get by barely making out of an extraction shithole on the extreme difficulties is almost a religious experience.

Seeing all these massive orbital strikes falling all around you with a bile titan just starting to vomite fry you is the shit I want.

When they have the servers running smoothly this will be arguably the best gameplay focused experience around the industry. Also, the tone, the quality production work in the explosions, the top quality voice acting. It's lightning in a bottle.
 
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I totally get it. When I'm not in Helldivers i'm thinking about it and getting back in it. It's crack. The rush you get by barely making out of an extraction shithole on the extreme difficulties is almost a religious experience. Seeing all these massive orbital strikes falling all around you with a bile titan just starting to vomite fry you is the shit I want.

When they have the servers running smoothly this will be arguably the best gameplay focused experience around the industry. Also, the tone, the quality production work in the explosions, the top quality voice acting. It's lightning in a bottle.

It's crazy to me that they only added enough servers to handle 360k people at once. Why not push it to 500k at once?
 
It's crazy to me that they only added enough servers to handle 360k people at once. Why not push it to 500k at once?

My guess? They probably looked at the first game and the preorders. Using those as a gauge for how much server capacity they'd need. This game took off real quick when shorts started hitting Youtube and Tiktok. I think they're just as shocked as everyone else how quickly people took to it.
 
It's crazy to me that they only added enough servers to handle 360k people at once. Why not push it to 500k at once?
Yeah, I don't get how they didn't see this becoming hyper popular during their playtesting. It's an amazing production with excellent co-op and that third person shooting and air strikes, damn.

There's nothing around it this kind of over the top comedic tone while being highly stressful. Everything works. Except the servers. :/

It's also the antidote we need to the cinematic Sony. More of this, Returnal, GT7, and less of everything else.
 
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Yeah, I don't get how they didn't see this becoming hyper popular during their playtesting. It's an amazing production with excellent co-op and that third person shooting and air strikes, damn.

There's nothing around it this kind of over the top comedic tone while being highly stressful. Everything works. Except the servers. :/

It's also the antidote we need to the cinematic Sony. More of this, Returnal, GT7, and less of everything else.
Being great doesn't automatically equal great sales.
 
Being great doesn't automatically equal great sales.
Sure, there's an element of chance. Returnal probably barely made the production budget back. And it's my favourite Sony game this generation.

But you need to make bets. Otherwise, we get Spider-Man and GOW spin offs for eternity.
 
By the way, Sony will be posting tomorrow morning Japan time their fiscal results for the quarter ending Dec 31, and I'm really curious too see if they say anything about Helldivers 2 performance. Perhaps someone will be asking SIE about it during the Q&A session.
 
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By the way, Sony will be posting tomorrow morning Japan time their fiscal results for the quarter ending Dec 31, and I'm really curious too see if they say anything about Helldivers 2 performance. Perhaps someone will be asking SIE about it during the Q&A session.
I can only hope the question is something along the lines of, "With Helldivers 2 being a clear success, are you prepared to fully embrace Democracy"?
 
By the way, Sony will be posting tomorrow morning Japan time their fiscal results for the quarter ending Dec 31, and I'm really curious too see if they say anything about Helldivers 2 performance. Perhaps someone will be asking SIE about it during the Q&A session.
Since it wasn't released in that period they should talk aboutt it, but who knows. They may mention something, or maybe even announce the Arrowhead acquisition.

People don't remember but Hell driver game was the first ever PlayStation exclusive launch on PC.
People don't remember but Sony started in games before PlayStation. In the mid '80s Sony made MSX computers and published games for it. Later in the late '80s and during the '90s they published games for the 16 bits as Sony Imagesoft for NES, GB, SNES, Mega Drive, Game Gear, Mega CD, etc.

And bought Psygnosis before releasing the PS1, who later released games like Wipeout or Wipeout 2097 on Saturn or PC.

It's crazy to me that they only added enough servers to handle 360k people at once. Why not push it to 500k at once?
First due to the related huge server costs: it's way more expensive to get way more server capacity, so you want to pay only for a bit more of what you are going to use, specially because in games normally after a few initial days most players leave the game and the CCU highly drops (not in the case of MP GaaS with good user retention, as I bet will be the case of Helldivers 2).

Second, because the games have scalability issues that appear as you reach certain amount of CCU: things get saturated and broken when reaching different volume of user petitions. As an example, the matchmaking had some issues at some level. At other level, appeared the rewards one, and other parts of this or other things can be saturated and fail if they go higher.

So in an ideal world, you want to fix the detected scalability issues before scaling up because when scaling up other ones will appear.

And most of these issues don't appear when internally tested and simulated, or even in beta server stress tests: some only appear when the game gets released and get tons of players from around the world.

To solve or reduce these issues sometimes they even need to change some tech they use, like database types, cloud server platform, etc. since some work better or ar cheaper for certain volume but not for another, and that may require to rewrite a huge chunk of the server code.

It's a very complex and deep topic, where highly expert coders with huge knowledge because they already fought that war are needed. This is one of the reasons of why to acquire someone like Bungie, Firewalk or Haven was smart: their tech, knowledge and expertise with huge online MP games help Arrowhead to avoid most issues and fix faster the other ones.
 
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