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AION 2 gear progression includes Enhancement, Breakthrough, Potential, Mana Stones, Theo Stones, Soul Binding, Synchronization, and Transfer
These systems add power, but early progression is easy to mismanage. Players may spend Enhancement Stones, Kinah, or high-quality Mana Stones on equipment that will soon be replaced.
Because gear changes quickly during leveling, know which upgrades can be recovered and which disappear after changing items. Save expensive non-transferable resources for long-term gear.
Three Gear Types
AION 2 mainly has three gear categories: PvP Gear, Crafted Gear, and Neutral Gear, which usually comes from Dungeons.
PvP Gear can be acquired from Abyss Shop and includes PvP Damage Boost. Crafted Gear can gain PvE Damage Boost, while Neutral Gear can also receive PvE bonuses. Their base structure and stats are similar, with the main difference coming from these damage bonuses.
PvP weapons may provide around 10% PvP Damage Boost. Crafted Gear can reach higher PvE bonus values than Neutral Gear, making it more suitable for long-term PvE use.
Gear Enhancement
AION 2 Enhancement uses Enhancement Stones and Kinah and is divided into several stages.
From +1 to +10, every attempt succeeds. From +10 to +15, success is no longer guaranteed. Failure does not destroy the item, but Enhancement Stones and currency spent on that attempt are still consumed.
After +15, gear enters Breakthrough stage and requires Amplify Stones. Each Breakthrough level provides percentage-based bonuses: Armor gains roughly 1% HP and Defense, while Weapons and Accessories gain about 1% Attack.
This is where Aion 2 Kinah becomes important to manage. Repeated attempts above +10 can consume far more resources, so temporary gear rarely needs to be pushed toward +15 or +20 unless it will remain useful for a long time.
Why Stop at +10?
AION 2 gives players a strong reason to treat +10 as an early stopping point: Extract system.
If gear has not been enhanced beyond +10, Enhancement Stones invested in it can be extracted and recovered. Replacing an early weapon, armor piece, or accessory therefore does not necessarily waste those stones, since they can be reused on the next item.
Extract does not refund every cost. Kinah spent during Enhancement still matters, especially if you repeatedly upgrade gear that is quickly replaced.
Because +1 to +10 has a 100% success rate, commonly used early gear is relatively safe to raise to +10. Beyond that point, failure and rising costs make upgrades more expensive.
Potential and Mana Stones
AION 2 Potential adds an extra special stat to gear. Both Crafted Gear and Neutral Gear can gain PvE Damage Boost, but their maximum values differ.
A Crafted Earring can reach around 2.5% PvE Damage Boost, while a Neutral Gear Earring reaches around 1.25%. This higher ceiling is one reason Crafted Gear can be attractive for long-term PvE builds.
Mana Stones add four random stats to an item. Using Engrave rerolls all four at once, and individual good stats cannot be locked. Higher-quality Mana Stones can roll stronger values, but chasing perfect combinations can become expensive.
That makes A2 Kinah and high-quality Mana Stones worth protecting during progression. Gear changes too often to justify repeated rerolls, especially because Mana Stones do not carry over like Enhancement Levels.
Theo Stones
AION 2 Theo Stones add triggered effects such as Elemental Damage, Poison, Paralyze, Slow, Combat Speed Reduction, and Snare.
For PvE, these effects have limited practical value because the extra damage is relatively small. PvE-focused players do not need to invest heavily in them.
PvP is different. Crowd-control effects can matter more than a small damage proc. A Theo Stone with a chance to inflict a two-second Paralyze can affect a fight, while Slow or Snare can help control movement.
PvP players should pay more attention to Theo Stone effects, while PvE players can keep investment low.
Soul Binding and Synchronization
AION 2 Soul Binding adds another four stat lines and is generally stronger than Mana Stones. These can include MP or Evasion, as well as Active or Passive Abilities. Some Soul Bindings can also improve skills.
Synchronization adjusts these stats. Reroll sacrifices another item to replace one selected stat, Reset rerolls all stats, and Bind raises the value of an existing stat toward its maximum.
For example, if Status Effect Resistance rolls at 2.98% and the cap is 3.5%, Bind can gradually increase it.
Aion Kinah should also be managed carefully here. It is better to secure the correct stats first and improve their values afterward instead of spending resources perfecting a stat that may later be replaced.
Gear Transfer
AION 2 Transfer reduces the cost of changing equipment, but it does not preserve every upgrade.
Enhancement Level and Soul Bindings can be transferred to a new item. Potential, Mana Stones, and Theo Stones cannot, so those upgrades are lost with the old gear.
This matters most during early progression. Transfer helps, but it does not justify filling temporary equipment with expensive Mana Stones or heavily investing in non-transferable systems.
Early-Game Upgrade Strategy
AION 2 early progression is easier when resources are divided into temporary and long-term investments.
Frequently used gear can be raised to +10 because Enhancement has a 100% success rate and the invested Enhancement Stones can be recovered through Extract. Currency still matters, so avoid upgrading every short-lived item.
Use ordinary Mana Stones without chasing perfect rolls, and save high-quality stones for gear you expect to keep. PvE players can place less emphasis on Theo Stones, while PvP players may gain more value from Paralyze, Slow, Snare, and other control effects.
Once you obtain long-term equipment, invest more heavily in Soul Binding, stronger Mana Stones, +15 Enhancement, and Breakthrough. For Soul Binding, roll the desired stats first, then use Bind to improve their values.
Before replacing an item, remember Transfer rule: Enhancement Level and Soul Bindings carry over, while Potential, Mana Stones, and Theo Stones do not. Managing that distinction helps you improve gear without wasting valuable resources.
Helldivers 2 Devoid of Liberty 7.1.0 is now live, focusing on several recurring issues that have affected the game. Some of these problems had existed for a while, and once they appeared during a mission, they were difficult to avoid through normal gameplay.
Alongside bug fixes, Devoid of Liberty also adjusts enemy spawns, mission difficulty, and several weapon mechanics. Some of these changes directly affect the pace of combat during missions.
Next, EZG.com will introduce the major changes worth paying attention to in Helldivers 2 Devoid of Liberty Patch 7.1.0.
Community Feedback Changes
Unoccupied Vehicles
Patch 7.1.0 first addresses an issue that had confused many players. Previously, vehicles could become targets for enemies even when no player was driving or using them. This behavior has now been reverted in Helldivers 2, and enemies will no longer target unoccupied vehicles. FRV and Supply FRV will also be more convenient to use during missions.
Reinforce
Patch 7.1.0 also fixes a relatively serious Reinforce bug. Previously, in some situations, you could die and become unable to re-enter mission, even after a teammate used a Reinforce Stratagem. Once this happened, you basically had to leave Helldivers 2, and it could even force the entire mission to be interrupted.
Ragdoll and Stagger
Ice Planet Hazard on Arctic Planets has also been adjusted. Previously, this Hazard made you more susceptible to Ragdoll and Stagger effects, frequently interrupting combat. Patch 7.1.0 fixes the related issue and reduces these abnormal control effects.
Bug Infestation Zone
Previously, Bug Hives on different planets could have similar visual appearances, sometimes making it difficult to feel that you were in a different biome. Devoid of Liberty adjusts the visual presentation of Bug Infestation Zones, allowing these areas to blend better with their respective Planet Biomes.
Fog and some effects in bug Infested zones have also been reduced and adjusted, making it easier to see the battlefield. However, this change does not affect high-level Infestation areas, such as areas inside Gloom or on Hive Worlds, where the stronger visual effects will remain.
Balancing
Enemy Spawn
In previous versions of Helldivers 2, enemy reinforcements could sometimes become overly concentrated around one player, especially when the team split up across the map.
After run diving or splitting up, one Helldiver could end up being chased by large numbers of enemies while another player stayed away from combat for an extended period and completed objectives along the way.
Helldivers 2 Patch 7.1.0 changes how enemy spawn is distributed. When Helldivers are spread across different areas of the map, the system now considers the number and distance of enemies to calculate the current enemy pressure on each Helldiver.
Previously, when part of Enemy Budget was assigned to enemies far away from a player, there could be noticeable gaps in combat around that player. Now, if your current enemy pressure is low, Helldivers 2 is more likely to allocate enemy budget near you, keeping combat pressure more evenly distributed between different players.
When the number of enemies exceeds the current Helldivers 2 Enemy Budget, enemies farther away from you will also be prioritized for despawn. The released enemy budget can then be redistributed to locations that need more combat pressure, reducing situations where you enter an outpost and find almost no enemies around you.
Helldivers 2 Patch 7.1.0 also increases enemy spawn numbers for four-player squads, allowing four-player missions to maintain a higher enemy density.
Evacuate High Value Assets
Devoid of Liberty adjusts difficulty of Evacuate High Value Assets missions. Previously, some factions did not create enough combat pressure, especially in Terminid missions. The long waiting time between waves could make the overall pace feel slow.
Helldivers 2 increases the maximum number of waves, shortens the intervals between waves, and increases the number of enemies spawned in each wave. As mission progresses, Encounter Points now increase more significantly based on the number of players, with 3–4 player squads facing denser enemy encounters later in mission.
Mission level design has also been adjusted. Loot locations and weapons are now randomized, with 3 random loot groups that can generate ammo, health kits, grenades, and weapons. Mission also adds 10 Common Samples, giving you more Helldivers 2 items while defending generator.
Helldivers 2 has also increased the chance of Shriekers to spawn. They can attack generator from the air, further increasing the pressure during defense. Generator UI now also displays its health percentage, making it easier to check its remaining health and defense status in real time.
Weapons and Stratagems
AR/GL-21 One-Two
AR/GL-21 One-Two receives a Grenade Buff, increasing the number of Grenades it can carry and improving the ammunition supply issue it previously had. However, this change does not solve the weapon's core problems. Rifle portion of AR/GL-21 One-Two remains average, while its ergonomics are also relatively low.
Orbital Precision Strike
Orbital Precision Strike now has its cooldown reduced by 10 seconds, allowing it to be used more frequently. However, Buff is relatively small, while Precision remains a more noticeable problem.
Because of changes to Super Destroyer's positioning mechanics, the actual landing point of Orbital Precision Strike is not always as precise as its name suggests. The changes in Helldivers 2 Devoid of Liberty improve its usage frequency, but its accuracy issues still remain.
De-Escalator
Previously, De-Escalator would not damage its user when used at close range. You could fire it directly at your feet while dealing with enemies at close range, giving it useful applications in close - quarters combat.
After Patch 7.1.0, De-Escalator now damages its user. Only players equipped with EX-03 Prototype 3 Armor can continue using it at close range in this way. This removes one of De-Escalator's more unique playstyles and gives it a more conventional role as Helldivers 2 Support Weapon.
Bug Fix
Patch 7.1.0 also fixes numerous smaller issues. Previously, Roaches and Crushers could pass through the floors of certain structures and enter the defensive area in Defense missions. Enemies could attack generator from underground, leaving you unable to fight back and potentially destroying Sentries and other defensive equipment.
Evacuate Citizens missions also fix an issue where Citizens could not find Shuttle Bay. This could previously cause a mission soft lock. Citizens can now properly reach Shuttle.
In addition, Helldivers 2 fixes several Water, Audio, POI, Visual Effects, and Xbox-related issues, including Input failing to Buffer when opening Map while in Vehicle Walk mode, abnormal Animation issues with P-33 Missile Pistol, as well as other Crash and Voice Line problems.
Patch 7.1.0 starts addressing some of the gameplay issues that have gradually become more noticeable during long-term Helldivers 2 play. These changes do not reverse the game into something different, but they can affect how missions feel during actual gameplay.
If the developers continue making adjustments around these practical issues, mission experience in Helldivers 2 still has room for further improvement.
Monopoly GO launched Monster Mash season on September 23. Running until November 25, this Halloween-themed season introduces a new Sticker Album alongside several gameplay features centered on social interaction, candy collection, and teamwork
Luck-O-Lantern feature spans the entire season, linking Sticker Packs, mini-games, leagues, and Color Wheel to the new candy collection mechanic; meanwhile, Trick or Treat adds a social interaction element to Railroad tiles.
Additionally, Tycoon Racers joins Hold the Lead event, and a brand-new team mini-game called Franken Paths - featuring Keep vs. Send rules - is set to launch later.
Luck-O-Lantern
Luck-O-Lantern is closely tied to Monopoly GO Monster Mash Sticker Album, as opening Sticker Packs offers a chance to earn candy.
Candy can also be obtained through mini-games, leagues, and Color Wheel. Collected candy gradually fills Luck-O-Lantern; once the required amount is reached, players can claim rewards, some of which also benefit a friend.
This adds extra value to Sticker Packs beyond just completing the album. Even if Monopoly GO stickers pulled don't directly contribute to album completion, players can still advance their Luck-O-Lantern progress by earning candy.
Since mini-games, leagues, and Color Wheel also serve as sources of candy, players can make progress toward this long-term seasonal goal while participating in daily activities.
This is particularly beneficial when event rewards include both Sticker Packs and candy, as spending dice or mini-game resources can simultaneously advance the album, Luck-O-Lantern, and the current event.
Trick or Treat
Trick or Treat introduces a new social interaction mechanic to Railroad tiles.
Monopoly GO players can visit other players' boards and select a target from several houses. If a standard house is chosen, the visitor engages in a Dice Duel with the board owner, competing for Treats based on dice rolls; if a hidden ghost is selected, the visit ends immediately.
According to reliable information, five houses appear during a single visit. Standard houses trigger a dice comparison, with the higher roller winning the treat; if both players roll the same number, a Win-Win scenario occurs, and both players receive rewards.
Encountering a Ghost ends the current Visit, though any Treats collected prior to that moment are retained. Data also indicates that Railroad and Chance tiles can trigger Trick or Treat event.
As these details originate from pre-launch data, specific limits on attempts, reward values, and certain trigger conditions should be verified against in-game information.
Trick or Treat launched alongside Monster Mash event on September 23, with current data listing its duration through November 25.
The current Tournament also incorporates this mechanic into its scoring system; for instance, successfully selecting a House awards Tournament Points, while the activity also synergizes with the season's Monopoly Go sticker collection progress.
The primary risk in this mode comes from Ghosts. Players can choose to open more doors to gather additional Treats, but each selection carries the risk of prematurely ending the current Visit. Since previously earned rewards are kept, the decision of whether to press one's luck becomes a key strategic choice during each visit.
Hold the Lead
Monster Mash also introduces Hold the Lead feature to Tycoon Racers.
While the original Championship Leaderboard remains, teams can now earn extra Monopoly Go rewards for taking and maintaining the lead. This shifts the focus for Racers beyond just the final ranking, as holding the lead during the race itself now yields benefits.
The exact timing for seizing first place and the amount of Flags or Dice required to defend that lead remain uncertain, as the full reward calculation method for Hold the Lead has not yet been disclosed. Players must adjust their pace based on the ranking gap and their remaining resources.
Hold the Lead functions more as an expansion of Tycoon Racers mechanics rather than a standalone mini-game.
Franken Paths
Franken Paths is a brand-new team mini-game announced for Monster Mash season, featuring a core Keep vs. Send mechanic.
After each spin, Monopoly Go players can choose to either Keep the progress they've earned for their own path or Send it to a teammate. Each member advances their own path and selects the rewards they wish to earn, while the team must collaborate to complete the various routes and ultimately vie for Grand Prize.
For players simultaneously working on Monopoly Go sticker collections and other seasonal rewards, this adds another layer of complexity to resource allocation.
If a player is close to a milestone reward, teammates can help them complete it via Send function; conversely, if a player's own path is closer to the next objective, they might choose to Keep the progress. Teams must decide how to allocate resources based on the actual progress of each path.
Currently available information is primarily based on a preview of the gameplay. Full details regarding Spin costs, team size, stage requirements, reward quantities, and Grand Prize structure have yet to be announced. Key confirmed features at this stage include Keep vs. Send mechanic, individual progression paths, and team collaboration.
Other Monster Mash Content
Monopoly Go Monster Mash season will also feature Bonus Sets, community-designed tokens, and Wishing Board, alongside collaborations with K-Pop Demon Hunters and Ghostbusters.
Three sets of Bonus Sets will be introduced throughout the season; these are optional sticker collections that do not affect the completion status of the main album. Community-designed tokens will be available via Community Deluxe Drops.
K-Pop Demon Hunters and Ghostbusters collaborations will primarily integrate into existing event frameworks - such as Racers, Partners, and Treasures - by introducing new maps, characters, and thematic elements. Consequently, they are best viewed as crossover content for existing mini-games rather than entirely new gameplay modes.
Throughout Monster Mash season, Luck-O-Lantern links sticker packs with candy collection, Trick or Treat enhances board interactions with friends, Hold the Lead adjusts the competitive pace of Racers event, and Franken Paths introduces a new mechanism for team resource allocation.
Since entering Early Access, WARDOGS has seen rapid changes to its equipment and combat pace. When the game first launched, most players were still using starter weapons and basic equipment. After a few weeks, armor, tanks, and more advanced weapons and vehicles started appearing in greater numbers, making actual combat increasingly complex.
Wardogs Season 2 will launch on October 15, and the official Season 2 teaser has already shown some of the new content. Based on the information revealed so far, the update will make changes to existing systems, including Weather, Air Combat, and Progression.
Here is a look at the changes currently revealed for Season 2 and how they could affect WARDOGS combat going forward.
Rain Weather
Season 2 will add rain and stormy weather. WARDOGS already features weather environments such as sunrise or sunset, cloudy conditions, and normal sunny days, but rain could have an impact beyond visual effects.
Wardogs combat currently covers a very wide range of distances. Close-range combat mainly involves SMGs and shotguns, while mid-range fights include ARs, Marksman Rifles, Light Machine Guns, and low-magnification Snipers. Snipers are mainly used at long range, while mortars and artillery can also provide indirect fire.
Once rain appears, long-range gameplay in Wardogs could be significantly restricted. Sniper visibility will decrease, making it harder to spot targets at long distances and giving players who prefer close-range combat more opportunities.
Mortars and artillery can still rely on teammates to spot targets, but the visual interference from rain could also affect bullet time camera that appears when using these weapons, making it harder to adjust the next shot.
As a result, gunfights during rain could become much shorter-range. WARDOGS teams could use the lower visibility to storm bases more aggressively, while making greater use of Humvees and Kodiaks for flanks and rotations. Movement that would normally leave players exposed to long-range fire could have more cover in Rain.
The teaser also features noticeably heavy rain sounds. Under normal weather conditions, you can hear footsteps and distant gunfire, but in rain, these sounds could be covered by the environmental audio. For teams preparing a flank, rain could provide a better opportunity to approach enemies.
Mobile Anti-Air
Another noticeable change in Season 2 teaser is a Blackhawk being hit by anti-air while flying. This type of anti-air currently does not exist in Wardogs.
In Season 1, you could only deal with Little Bird and Blackhawks using fixed-position Sea Whiz systems, or by flying your own Little Bird or Blackhawk to engage enemy helicopters in the air. The biggest problem with Sea Whiz is that its position is fixed, so its coverage is limited by where it is deployed on the map.
Season 2 could give WARDOGS teams a new mobile anti-air option. You could move anti-air around and search for air targets in different areas of the map.
Incendiary Grenade
Another detail in the teaser has caught players' attention. In a stormy rain scene, flames can be seen on the floor inside a building. Wardogs currently does not have this type of environmental fire, leading players to speculate that Season 2 could add Molotovs or incendiary grenades.
An incendiary grenade could become an area denial tool in WARDOGS. You could use fire to prevent enemies from entering a building, block routes when enemies are pushing a position, or force them out of cover.
Progression Wipe
When Wardogs Season 2 begins, Progression content you have unlocked since the start of Early Access, including items, equipment, weapons, vehicles, attachments, and more, will be reset. You will need to go through Unlocks and Progression again.
One important purpose of Progression Wipe is to reduce power disparity between players who joined WARDOGS at different times. As Early Access continues, new players will keep joining, while players who entered the game early may already have large amounts of equipment and high-level items.
Without regular resets, new players would have to face veteran players with extensive unlocks. A wipe can periodically bring Wardogs levels and equipment back to zero, allowing players to start again from a similar point.
A Progression Wipe also gives the development team an opportunity to adjust Unlock Path of Progression System. This could include rearranging where items are unlocked, changing XP required for upgrades, modifying the conditions needed to reach certain levels, and adjusting how much Wardogs cash is earned from different gameplay actions.
Characteristics of weapons and vehicles could also be adjusted. WARDOGS Season 1 has already revealed some noticeable issues.
For example, Little Bird can cost less than an Infantry Loadout, while Unlock Cost of Artillery is high, but the cost of obtaining it again in the next life is relatively low. These actual usage and economy data points will provide references for future adjustments to progression and cost.
After Progression Wipe, your existing Wardogs cash will not lose its value. Instead, it will be converted into Gold Bars that can be used in Main Menu Store to exchange for Endgame Cosmetics.
More To Come
The currently revealed teaser does not represent all the content coming with WARDOGS Season 2. During the first few weeks after Early Access launched, the official team has continued communicating with players through social media and collecting feedback on the game's systems. The development team is also preparing new vlogs to explain the changes coming to Season 2 in more detail.
More long-term systems that could have a major impact on Wardogs are already in development. Player Skill Tree, Loadouts, Investments, and Mission Structure are all being worked on, although these systems may not launch alongside Season 2.
Loadouts could solve the need to repeatedly prepare everything after dying and starting a new life, making the process of returning to combat more direct. Investments allow you to use WARDOGS cash to obtain Items, but these Items will not immediately enter your Stash and will instead need to finish construction before you can claim them.
Mission Structure could affect how Faction War is played. Some players currently have little incentive to invest in Blue Team, and faction objectives often are not enough to change their own actions. If clearer missions are added later, players could have more reasons to act around faction objectives.
Wager System has also appeared on the development roadmap, but Wardogs is still in the early stages of Early Access. These larger systems that could change the overall Meta will require more testing and adjustments.
Season 1 established the basic gameplay of WARDOGS, while Season 2 and future updates will continue adjusting these core systems. As Early Access progresses, more new systems will be added, and Wardogs still has plenty of content to come.
In early September, Diablo 4's concurrent player count on Steam hovered at just 2,400 to 2,500. By the first weekend following the launch of Season 15, that figure had surged to 64,005 - nearly matching the game's all-time peak on the platform.
This dramatic rebound has made Season of Hell's Legacy one of the most notable seasonal updates for Diablo 4 in recent times.
However, this growth coincided with a free trial, discount promotions, and increased visibility surrounding BlizzCon; therefore, the figure of 64,005 cannot be attributed solely to the new seasonal content.
Season 15 Record
The peak of 64,005 players fell just 513 short of Diablo 4's all-time Steam record of 64,518. That record was set on May 3, 2026, meaning that less than a week after the launch of Season of Hell's Legacy, the game was already approaching its highest-ever player count on Steam.
When viewed alongside other key milestones, the growth is equally striking. While the launch of Vessel of Hatred saw a Steam peak of 55,561 players, Season 15 climbed further to 64,005 - an increase of approximately 15%.
As no previous standalone season had surpassed 50,000-player mark, Season 15 has set a new record for peak Steam player counts among standalone seasons.
However, these figures do not capture the game's entire history since launch. Diablo 4 was not available on Steam when it first debuted in 2023; it only arrived on the platform with the launch of Season 2.
Consequently, Steam data is best used to compare player fluctuations following the release of subsequent seasons and expansions, rather than for direct comparison with the game's initial launch period.
Free Trial Surge
The peak for Season of Hell's Legacy occurred during a very specific window of time. Season of Hell's Legacy launched on September 15, coinciding with a free trial on Steam that ran until 10:00 AM PT on September 21. Simultaneously, Standard Edition was discounted by 75% to $12.49, a promotion that lasted until September 24.
Coupled with the recently concluded BlizzCon 2026 and the buzz surrounding Diablo V and upcoming Diablo 4 content, this surge in Steam player counts clearly benefited from a highly favorable timing window.
The new season gave veteran players a reason to return, the free trial lowered the barrier to entry for newcomers, and the discount encouraged more players to engage with character progression, gear acquisition, and the collection of various D4 items.
Consequently, the figure of 64,005 is best viewed as a peak driven by a combination of factors. While Steam data reflects changes in player volume, it cannot specify exactly how many players returned for Season 15 versus how many joined via the free trial or the promotion.
Post-Trial Numbers
Following the conclusion of the free trial on September 21, Diablo 4's Steam player count began to recede from its opening-week high. As of September 24, SteamDB reported approximately 32,984 concurrent players, with a 24-hour peak of around 47,039.
Although this is lower than the peak of 64,005, it remains significantly higher than the figures seen in early September, when concurrent player counts hovered between 2,400 and 2,500.
Not all of these players necessarily represent long-term retention driven by Season of Hell's Legacy. Some who joined during the free trial may have picked up the game for $12.49, while many others were veterans returning specifically for the new season.
However, current trends indicate that player counts did not plummet back to Season 14 levels immediately after the free trial ended. Even after the post-trial dip, the concurrent player count remains more than ten times higher than the low point seen at the start of the month.
The trend line is likely to shift again once the discount promotion concludes on September 24. Once the impact of the promotion fades and the initial novelty of Season 15 wears off, the level at which Steam player counts stabilize will reveal just how many players were retained from this surge.
Hell's Legacy Content
Season of Hell's Legacy coincided with the 30th anniversary of Diablo franchise, and the content itself was more likely to capture the attention of veteran players than a standard season.
Season of Hell's Legacy brought back Diablo, Baal, and Mephisto, while introducing features like Horadric Cube, Legacy Uniques, and Soul Splinters.
After the season launched, players discovered hidden content such as Diablo II-style Runeword crafting, Uber Tristram, Hellfire Torch, and Diablo III's Whimsyshire.
Many secrets weren't fully uncovered on day one but came to light gradually through player exploration and community sharing. This kept the discussion surrounding Season 15 alive; from hidden recipes to the return of classic locations, there were new discoveries almost every day.
While this content might not fully explain why Steam player counts remained high, it offered plenty for new players (who joined during the free trial) and returning players to explore - ranging from finding hidden zones to collecting special Diablo items.
Switch 2 Launch
On the same day Season of Hell's Legacy launched, Diablo IV arrived on Nintendo Switch 2, further expanding the game's platform availability.
Currently, Steam is the primary source for observing real-time player fluctuations. Battle.net, Xbox, PlayStation, and the newly added Switch 2 do not publicly share directly comparable concurrent player data, so the figure of 64,005 reflects performance only on Steam platform.
However, the fact that Switch 2 launch coincided with the start of Season 15 highlights that this player surge occurred at a moment when Diablo IV was undergoing both a major content update and a platform expansion.
As 75% discount ends and the initial hype cools, the level at which the player base stabilizes will be key to determining the long-term sustainability of this growth.