Sansar reaches new all-time player peak of 221


According to the Steam Charts webpage that tracks ongoing analysis of Steam’s concurrent players it looks Sansar reached another high peak last month.

On Monday 23rd September 2019 Sansar reached 221 players on the platform which is the highest peak so far I think. The second highest peak was 167 players on Monday 1st July 2019.

Linden Lab don’t publish statistics for Sansar and these player numbers could be much higher or lower. I do think Steam Charts gives a good picture at the moment. I strongly think Linden Lab should publish player statistics for Sansar at least once or twice every year. It would be very useful to know and keep track of it.

Sansar – Steam Charts Data

Here is the breakdown of average players and peak players by month. It looks like Sansar gained more players during the summer from July 2019 onwards I think. September 2019 was a good month for the average amount of players (20.0 average). The stats were higher a little bit during the launch of Sansar on Steam back in early December 2018 with the average being (22.1).

At the bottom of the Sansar charts page it does say all data is powered by Steam.

Sansar – Steam Charts Data

There have been many noticeable gains in players during 2019 for Sansar from live events/shows and from newer releases. I agree the concurrent player numbers are low at the moment and more needs to be done by the lab to increase the active userbase for Sansar. In some ways its peaking more than most OpenSim grids get.

On 26th September 2019 the Sansar official team said this response relating to sansar player numbers via reddit..

We have a strong community helping every day to make Sansar awesome.

Your point, though, is a valid one: Sansar has not had explosive growth yet. That’s ok, we’re in this for the long haul. Building the metaverse was never going to be easy.

Our plan is the same: continue to make Sansar ever better and easier to use, make Sansar more accessible, make Sansar ever more fun. Sansar is a place where people can go wherever they want to go, do whatever they want to do, and be whoever they want to be.

That is the most powerful place in the world. People will come for that.

The interesting part from this response was this part “Sansar has not had explosive growth yet. That’s ok, we’re in this for the long haul“. The lab are expecting explosive growth to happen (probably early-mid 2020s) and they confirm Sansar is here to stay for many more years to come. 

The Sansar team wants to keep on top of competition and be in a good position to grow Sansar over the long term. 

Lacie + team

To work on a new platform gave us a huge opportunity to build a new world, and Sansar is built rather different than the way SL works pretty fundamentally. Keep in mind how long SL has been around (SL Celebrated it’s 16th Birthday Recently— it could get it’s drivers license in the US!) and how overall technology advancements have been made in nearly every field.

Had we designed a new product that was targeted to be able to bring over content from SL, it would have overly constrained our options and it would be more efficient to continue to iterate on SL to make it better. (Which we’re also doing in parallel with working on Sansar!)

But fundamentally Sansar is structured in a different way that there isn’t going to be an easy way to import content from SL and have it work effectively. If creators have their meshes, textures, etc from when they uploaded them to SL then it should be relatively easy to pull in their 3d content to Sansar!

But scripts and other pieces of dynamic content would have to be re-made. That being said if you’re familiar with the way we make APIs in LSL, it should be a relatively short learning curve to being able to do a lot of similar things in our C# scripting engine for Sansar!

As for how we’re planning on retaining our competitive advantage: we’re leveraging all the lessons we’ve learned from building and evolving SL over the years in our design and production of Sansar. We have a lot of hard-won knowledge around how to design our products for communities that scale, support our users who want to create and sell their creations, manage communities and provide a thriving marketplace. That will help us keep on top of the competition and be in a good position to grow Sansar over the long term!

I will post another Sansar stats update in December 2019 then another around April/May 2020. 

2 thoughts on “Sansar reaches new all-time player peak of 221

  1. Just to note: Steam only records users access to Sansar via Steam – it does not record *total* concurrency, as users can also access directly through the Sansar client without ever touching the Steam gateway or linking their Steam / Sansar accounts. (There are also other mechanisms for tracking non-Steam usage as well (e.g. metaverse machines stats.)

    As such, I believe the highest concurrency for Sansar was set on July 12th, 2019, at the MonsterCat launch, when hourly concurrency peaked at somewhere around or just above the 300 mark, and the Lab reported (via Forbes Magazine) that overall, more than 1,000 people from 675 cities across 65 countries gave Sansar a go during the time span of the event.

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