Feature · March 2026

Why Rainbow Six Siege Is
Still Growing After 10 Years

85 million accounts. 30 million monthly players. A record Steam peak set in 2024. No sequel in sight. Here is what most games get wrong, and what Siege has been getting right since 2015.

March 2026 10 min read By Alviran Feature
85M
Registered accounts worldwide
30M
Monthly active players, 4 years running
€3.5B
Lifetime revenue through Oct 2024
200K
Steam peak, March 2024 — all-time record

Most online games follow a predictable arc. A strong launch, a few years of healthy numbers, a slow decline, and eventually a skeleton crew keeping the servers alive until the plug gets pulled. Rainbow Six Siege launched in December 2015 to mixed reviews, a rough technical state, and a playerbase that most industry observers expected to fizzle within two years. Instead it grew. Then it grew again. Then in March 2024, nearly nine years after launch, it set an all-time Steam record of 200,476 concurrent players. That record had stood since 2020 when COVID lockdowns pushed everyone indoors and online. Siege broke it at almost a decade old. The question worth asking is how, and why, that keeps happening.

The numbers cited above come from Ubisoft’s own earnings reports and Steam Charts. They are not estimates. According to Ubisoft’s FY2024-25 earnings, the game has maintained approximately 30 million monthly active users for four consecutive years, and over 3 million new accounts were created every month during the first half of that fiscal year. For a game launched in 2015, those figures belong in a separate conversation from most of its competitors.


The game that refused to be simple

The most obvious explanation for Siege’s longevity is also the most honest: the game is genuinely hard to copy. In an era when tactical shooters multiplied rapidly with Valorant, XDefiant, and a half-dozen others competing for the same audience, none of them touched what Siege does at its core. Destructible walls. Operators with asymmetric gadgets. Maps designed around a three-dimensional control of space, where the floor above you and the wall beside you are as much a threat as the player in front of you. A five-on-five format where ten different gadgets interact in ways that take hundreds of hours to fully understand.

When Ubisoft announced at the Six Invitational 2018 that there were no plans for a sequel, it was a statement of intent. Creative Director Alexander Karpazis explained it clearly to GameSpot in December 2025: “We see it where players kind of get the rug pulled out from under them, and everything they have worked towards changes in an instant when they jump over to a sequel. That is something we do not want to do.” The contrast with Overwatch 2 was unmistakable. Blizzard wiped progression, alienated its established playerbase, and never fully recovered the cultural ground it lost. Ubisoft watched that happen and held firm.

The result is a game where your investment compounds rather than resets. Every operator you learn, every map you memorise, every rank you climb stays. That accumulation has real weight in a market full of games asking players to start over.


How a single streamer changed the trajectory

The March 2024 Steam record did not come from nowhere. It had a catalyst, and that catalyst had a name: Jynxzi.

Nicholas Stewart started streaming Siege in 2019 to an audience of, by his own account, roughly one person. He averaged four viewers for that entire year according to Streams Charts data. He kept going, streaming almost daily, building a small but loyal community around high-level Siege play and 1v1 tournament content. By April 2023 he had become the most subscribed streamer on Twitch, overtaking xQc and Kai Cenat with over 100,000 active subscribers. He achieved this streaming exclusively Rainbow Six Siege, a game that Dexerto described at the time as occupying “a very unpopular Twitch category.” As of March 2026, his follower count stands at over 9.3 million and his average viewership in the past 30 days was 48,662 per stream.

What Jynxzi did to Siege was structural, not cosmetic. He made the game entertaining to watch for people who had never played it. The 1v1 format, the tournament events, the clip culture he built around those moments: all of it created a pipeline from casual viewer to active player that Siege had never had before. Ubisoft recognised this and partnered with him for the Six Invitational 2024 in Brazil, co-streaming the event to an audience that pushed peak viewership to 521,374, the highest in the game’s esports history, according to SiegeGG. Two weeks later, Steam numbers crossed 200,000 for the first time ever.

By the numbers: the Jynxzi effect

February 2024 averaged 57,569 Steam players, the highest since April 2021. The Six Invitational 2024 peaked at 521,374 concurrent viewers, more than 200,000 ahead of any previous record. On March 18, 2024, Siege hit 200,476 concurrent players on Steam, an all-time high that had not been surpassed in nine years of operation. Sources: SiegeGG, Steam Charts, AltChar.


Siege X and the second decade

If the Jynxzi era represented an organic reawakening of Siege, Siege X represented Ubisoft’s deliberate attempt to capitalise on it. Launched on June 10, 2025, the update had been in development for approximately three years running concurrently with regular seasonal updates. It was the largest single content update in the game’s history: a visual and audio overhaul, modernised maps, revamped environmental destruction, a new 6v6 mode called Dual Front, and critically, a free-access entry point that removed the upfront cost barrier for new players.

The launch numbers reflected the significance. Within hours of release, Steam concurrency spiked to 142,025, a 57 percent month-over-month increase, making Siege the fifth most-played game on Steam during that week. PC Gamer described it as a game that had become “more popular than ever.” Across all platforms, peak concurrent players reached approximately 184,276 on launch day according to tracking data from IconEra.

The post-launch picture was more complicated. A surge of cheating followed the free-to-play opening, an issue Ubisoft acknowledged in its November 2025 earnings call. Average Steam numbers pulled back through late 2025 before recovering to 46,733 in January 2026. This pattern, a massive spike driven by a major update followed by a settle to a higher floor, is consistent with how Siege has behaved throughout its history. The floor keeps rising.

“You do not get to 10 years as a live service game without the community that built you up.”

Alexander Karpazis, Creative Director, Rainbow Six Siege — PC Gamer, March 2025

The decisions that did not happen

Part of what has kept Siege alive is a set of things Ubisoft chose not to do. No sequel. No wipe. No pivot to a battle royale format during the years when every publisher was chasing that market. No free-to-play transition until the game was a decade old and had enough structural integrity to absorb the influx of new players without destabilising the ranked ecosystem. These sound like passive decisions but each one involved real pressure from a market telling Ubisoft to do something else.

The esports investment also compounded quietly over time. The total prize pool across Siege tournaments stands at $59.86 million across 1,206 events according to esports earnings tracking. The Six Invitational has grown each year, the R6 Share program funnels revenue to partner teams, and twenty organisations competed in the 2025 season. A healthy esports scene creates a visible ceiling for what high-level play looks like, which sustains aspiration in the general playerbase in ways that passive content updates cannot replicate.

The game has also benefited from its position on console. Data from the 2025 season shows just under 900,000 ranked players on PC against just over one million on console, meaning the majority of Siege’s competitive playerbase exists outside the metrics that most gaming coverage focuses on. Steam numbers represent, by Ubisoft’s own estimates, roughly 40 to 50 percent of total PC activity. Console players are not reflected at all. The game is larger than its public numbers suggest.


The Siege timeline: ten years at a glance

December 2015
Launch — mixed reviews, rough start

Metacritic score of 79 on PC. Ubisoft commits to free map DLC to keep the playerbase together rather than splitting it with paid content. A decision that proves critical.

2017 — Operation Health
Ubisoft pauses new content to fix the game

An entire season dedicated to stability, performance and cheating rather than operators or maps. Widely praised by the community as a sign that Ubisoft was listening.

February 2018
No Siege 2 — Ubisoft commits to one game for the next decade

At the Six Invitational 2018, Ubisoft formally rules out a sequel. The game will be supported, not replaced.

2020 — COVID peak
198,557 concurrent Steam players — a record that stood for four years

Monthly active users surge to levels not seen before or since until 2024. The pandemic introduces a generation of players to tactical gaming.

2023–2024 — The Jynxzi era
Most subscribed streamer on Twitch, playing only Siege

Jynxzi grows from 4 average viewers in 2019 to 100,000+ subscribers in 2023. The Six Invitational 2024 peaks at 521,374 viewers. Steam hits 200,476 concurrent players, a new all-time record.

June 2025 — Siege X
Largest update in the game’s history, free-to-play access introduced

142,025 concurrent Steam players on launch day. Fifth most-played game on Steam that week. The game enters its second decade with a full visual and gameplay overhaul and no sequel in sight.

March 2026 — Year 11
Solid Snake joins the game. Six Invitational in Paris.

The first non-Ubisoft operator in Siege history, bringing Metal Gear Solid into the game’s universe. 85 million accounts. 30 million monthly players. Year 12 already in planning.


What this means for new players in 2026

The context matters for anyone thinking about getting into Siege now. The game entering Siege X is not the same game that launched in 2015, technically or culturally, but the account you build today carries forward into whatever comes next. Ubisoft has been explicit that there is no reset coming. Creative Director Karpazis said in December 2025 that Ubisoft sees no reasons for a sequel that outweigh the reasons against one. The progression, the cosmetics, the rank history: all of it stays.

That also means the accounts built during Siege’s earliest years carry a kind of permanence that was not obvious at the time. Skins from Black Ice through to Operation Health era Battle Passes are not coming back. The players who were there for those seasons have something that cannot be recreated, and that reality has produced its own secondary market. For players coming in now, the gap between a fresh account and a seasoned one is not just cosmetic. It represents years of decisions, content, and accumulation that the game’s structure protects.

Siege at 10 years is the product of a series of unusual choices: no sequel, no wipe, no pivot, and a willingness to slow down and fix the game when it needed fixing rather than papering over the cracks with new content. The result is something genuinely rare in this industry. A game that grows older and grows at the same time.

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