How many players did Splinterlands have in Season 162?
A month ago, I read a post by @seattlea titled How Many Splinterlands Players Are In Modern League Right Now? that caught my attention for several reasons. Firstly, I loved the way the author analyzed the available data to try and deduce the number of active Splinterlands players in the modern format. Secondly, I was surprised that after so many years, it's still so difficult to answer such basic and important questions for analyzing and tracking the health of Splinterlands.
At that time, after reading the article, I dedicated myself to searching for various available statistical sources on Splinterlands. Although I found several interesting sources such as Splintercards by @tehox, SplinterStats by @kiokizz, or the Splinterlands statistics tool by @beaker007, it turns out that all these tools are more focused on player assets than on the social or community aspect of the game as a whole. Thus, inspired by @seattlea's post, I decided to sit down and work on setting up a system for collecting Splinterlands battle information.
I set up my infrastructure for information storage a couple of days after the start of Splinterlands Season 162. In the future, if I see that it's of interest to players, I will publish a post with the details of this infrastructure. Due to the design of the Splinterlands API, to obtain battles from all active players, it's necessary to create a kind of crawler that iterates over each player's battle history. This is a very effective strategy that allows for initially identifying players who are truly active in Splinterlands. The problem is that to get all the data, the server has to be collecting information permanently.
Today, while performing routine maintenance on my servers, I remembered that I was collecting this Splinterlands information. Well, what really happened is that I encountered a warning message that one of my SSDs was almost full, and after checking, I realized it was related to the data I was collecting from Splinterlands. The data is growing at a rate of approximately 1 GB of information per day, so if I want to maintain this data permanently, I'm going to need to acquire an SSD to use exclusively for Splinterlands.
Now let's try to see the payoff...
How many active battle players does Splinterlands currently have?
Splinterlands currently has 12,505 active players between June 3rd and July 25th, 2025. This is the type of question that catches my attention and for which I have always wanted to have an answer. Well, now I have that possibility, and I'm thinking of creating an entire service around battle-related questions that can be key to understanding the health of Splinterlands at any given moment. Without further ado, here are some questions and answers in graphical format.
How many battles per day take place in Splinterlands?
This graph shows all the battles that have been registered since I started crawling players. Even though registration began on July 2nd, 2025, there were battles in players' histories dating back to June 3rd, 2025. The data before July 2nd is incomplete, which is why fewer battles are observed, but from that date onward it should be precise and accurate. The last point corresponds to today, which has not yet been completed. This data tells me that there are around 15,000 battles per day in Splinterlands, which contrasts significantly with the 50,000 battles reported by Peakmonster on its dashboard.
How many unique players per league per day in season 162?
GRAPH OF PLAYERS IN MODERN PER LEAGUE PER DAY
GRAPH OF PLAYERS IN WILD PER LEAGUE PER DAY
These are the graphs I like the most, and they are surely the ones that provide the most scope for analysis, speculation, and deductions about the health of Splinterlands. Go!
What time is Splinterlands played the most?
I always wanted to know what time Splinterlands had the most players, because I thought it should depend on each continent. Well, it's quite homogeneous, even though more detailed analyses are needed to extract accurate information.
GRAPH OF NUMBER OF BATTLES IN ALL FORMATS
This graph shows that the distribution is quite homogeneous throughout the day, however it is noticeable that between 9 pm and midnight in New York (10 am to 1 pm in Tokyo and 3 am to 6 am in Berlin) is when the greatest number of battles occur in Splinterlands.
GRAPH OF NUMBER OF BATTLES PER HOUR FOR MODERN FORMAT
GRAPH OF NUMBER OF BATTLES FOR WILD FORMAT
What has my activity been like in Splinterlands?
Here is my battle log. Since the last UI changes in Splinterlands, my interest in battling has been gradually declining, almost to nullity, as can be seen in this data.
QUIQUA'S BATTLES
And finally, the reason for this article:
How many players did Splinterlands have in Season 162?
Here is the graph of unique players distributed per day. This graph includes all players in modern, wild, survival, tournaments, and brawls formats.
GRAPH OF UNIQUE PLAYERS PER DAY
In a very brief analysis, we can say that on average about 3,000 players battle constantly in Splinterlands, and that amount doubles every 5 or 6 days when we have brawls. This represents about 25% of all active players battling daily in Splinterlands. For brawls, another approximately 3,000 players join, which represents another 25% of the total players. In the best case, only 50% of active players participate in battles at the same time, well, actually, on the same day. And this makes a lot of sense to me, because if all players follow more or less the same battle strategy that I followed, then they only battle every two days to use the 50 accumulated energies. Therefore, under this strategy, we should only find on average a maximum of half of the active players on any given battle day.
And the answer to the question, "How many players did Splinterlands have in Season 162?" The answer is:
Unique Players for Season 162
Modern: 3366
Wild: 1966
Survival: 959
Tournaments: 6838
Total Unique Players: 8621
It is truly very satisfying for me, and it brings me great pleasure to be able to obtain numbers that answer important and specific questions.
Conclusion
I have implemented an infrastructure for constant and continuous monitoring of battles in Splinterlands. In this post, I have tried to show which relevant questions in Splinterlands can be easily answered through graphs and analysis of battle data. I hope that this type of information will allow for evaluating and determining the impact of changes in Splinterlands on player dynamics, as well as assessing the evolution and progress of the Splinterlands ecosystem over time.
Disclaimer and Data Accuracy for this Post
I have written this post quickly to show interesting results from the accumulated data and what can be achieved with the analysis of that data. However, you should keep in mind that all the scripts for processing this data were done hastily, and I spent very little time obtaining results in graphs. This means that none of the scripts have been validated or reviewed with the rigor required for a production project. This means they may have unintentional errors in their code. I am currently developing a quite complex personal project on Hive (Hived Blogs) that is consuming all my time, but even so, I want to create an information service with this data for Splinterlands players. For this, I plan to dedicate at least 4 hours per week to the development of this service.
It goes without saying that the implementation of this service has the sole objective of addressing the concerns and prerogatives of Splinterlands users. This means that I hope you will let me know what your key concerns and questions are that you believe should be answered and evaluated permanently to have a clear overview of the development of the Splinterlands ecosystem.
Thank you very much for your support, and I look forward to hearing your suggestions...
"Splinterlands: Play, Win, Own. The Web3 game that rewards you."
Posted using Splintertalk
This is the best data I have seen for Splinterlands active players!
From your charts I see these main conclusions:
I am surprised that there are so many unique players in tournaments, are you sure that is correct? I have not played in tournaments for ages...
This data is a gold mine, hopefully you will continue posting it...
Hello seattlea, it's a pleasure to greet you. Yes, in the modern format, 70% of players are in Silver and Bronze leagues. The remaining players manage to climb beyond the Gold league. I assume you mean they are not "serious" players in the sense that they haven't invested in cards for the new Conclave Arcane (CA) format. I'm included in that group.
It would be interesting to know how many of those players who manage to climb beyond the Gold league do so because they've invested in a decent card deck, or because they are skilled and can still climb to those positions with little investment. I think a large part of what's happening is a huge crisis due to a lack of Archons.
In the Wild format, the opposite is true; more than 80% of players are in Gold league or higher. I assume that most players here have a consolidated card collection built over time, which allows them to play at that level in this format. In my opinion, I don't think this is very healthy, and there should be a more homogeneous distribution of players across all leagues in the Wild format. For example, the modern format has that distribution towards the lower levels, which is understandable since the new card set has just come out, and eventually, players will acquire the cards that will allow them to advance to higher leagues. If so, the distribution of players in the modern format should tend towards a similar distribution to the Wild format over time. I believe this will happen in about a year.
As for the number of unique players in tournaments, it's high because this group includes all players who participated in brawls throughout Season 162. I think it's important to break down that data in more detail.
Anyway, as I mentioned in the post, the processing is still very raw for now, and I need to define the schemas to implement the data service for users. First, it has to be fully automated and follow a strong DRY philosophy. What I do need to know is what type of questions players consider most important to answer.
Thank you very much for your comment, and if possible, I hope for your help in consolidating this service.
Excellent data mining. Do you have a repository where people can access this data and maybe download a csv text file?
Hello @azircon, thank you very much for your support, it's truly appreciated. Right now, I haven't set up any repository for the data. The CSV files being generated are huge, on the order of several GBs. I'm currently analyzing the best strategy to provide this information in an automated way. My idea for the service is that players could receive the desired graphs as a reply to a simple comment. For now, I'm focused on reviewing the data processing and verifying that the data is being stored reliably. As I mentioned in the post, I'm absorbed in another project and took a break to announce the infrastructure I've set up. This means I now need to allocate a few hours of work per week to this service. What I need now is the players' support to tell me what kind of data they'd like to receive, and with that, I can gradually build the service processes. My philosophy is DRY (Don't Repeat Yourself), so I prefer to create a process once and have it work for everyone.
The amount of analysis that can be done with this data is amazing, and I'm sure many evaluation tools for the current and future state of the game can be generated. The idea is for the service to be a mere data provider (perhaps in the form of a graph), and for the players to decide which graphs they need to create those evaluation and monitoring tools.
Thanks for sharing! - @azircon

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You’ve got data? You know I’m all ears! 🤣
Great post—really love how you presented everything. Keep at it!
I was especially impressed by the “What time is Splinterlands played the most?” section—super interesting insight!
I’ve personally stayed away from this kind of deep crawling, mostly because the data can get out of hand fast—especially during the 2021-2022 peak when user/bot activity exploded.
source: https://beebalanced.streamlit.app/spl_metrics_page
Out of curiosity, what tech stack are you using to crawl and process the data?
Really enjoyed the read—keep these posts coming! 😍
Hello @beaker007, nice to greet you. Yes, data mining can be highly addictive! If you're very curious, with lots of questions and available data, the effort-to-reward ratio is truly gratifying. I confess that when I decided to install the server, I did so with many doubts and knowing what I was getting into, but even so, the apprehension always far outweighed those fears.
I'm not sure why the dynamics of players located in different parts of the planet call to me so much. Questions arise like, "Are Splinterlands players global, or do they form isolated groups due to time zone differences? That is, how often do I face Asian or European players? Are we always the same players within a determined time range?" And the anxiety grows as more data accumulates. It's a shame I can't dedicate much more time than a few hours a week to this activity.
I wasn't familiar with your beebalanced tool; well, there are many things that exist in the Hive world that escape us because there's no easy way to keep them present for users. We'll have to do something about that!
Past data doesn't interest me as much because, even though it has a lot to say and much can be learned from that enormous boom Splinterlands once had, I'm more interested in the current and future state of the game. As you well know, the amount of data is overwhelming, and I'm not sure if the effort and cost of old data are worth it. At some point, I might dedicate the effort and resources to obtain all the data, but it would be more for creating a historical and foundational base for the game, rather than for a genuine interest in analyzing that data.
What do I use to obtain the data? Basically, I have a server with Ubuntu 24.04.2 LTS operating system, an Intel Core I3-2100 4-core processor, 16 GiB of RAM, a 120 GB SSD hard drive for Splinterlands data, and a 1 GB bandwidth internet connection. I always work with modules and separate the entire workflow into various microservices. So, I have a Python program that runs as a systemd service and is responsible for connecting to the API and extracting battles in raw format. All this data is stored in a temporary database. Then, I have another Python script also running as a systemd service that handles the processing and classification of all battles by season, match type, battle format, etc. This script is the system's orchestrator, creating a database per season_matchtype_format. For simplicity, all databases are currently in SQLite. Finally, what I'm currently working on is the service itself, which consists of a script that will monitor queries on my Hive account and respond to those queries with the data users request. That's the current structure I have. The most serious problems I face with this service are the frequent power outages where the server is located, consequences of a sad reality where we went from being a net energy-exporting country to one that doesn't have enough infrastructure to maintain current consumption.
thanks you for such a detailed and insightful response! 🙏
I truly appreciate the time you took to share your setup, process, and thoughts. It’s always inspiring to hear from others who are equally passionate (and slightly addicted 😅) to digging into Splinterlands data.
I agree—while past data can tell interesting stories, it’s the present trends and future potential that really spark curiosity. The questions you’re asking about global player behavior and time zone dynamics are fascinating.
It’s also great to see that you’re using Python for this—still one of my favorite tools for this kind of analysis.
This is interesting to see. I've always wondered how many different active players Splinterlands has each season. 12,505 is a lot more than I expected. Thanks for you work and sharing this data.
Hi @unitmaster. Nice to greet you. Yes, I was also surprised to see so many active accounts, but after thinking about it carefully, I realized that doesn't correspond to the actual number of players, because some players have multiple accounts. To know how many players there really are in Splinterlands, we'd need to identify which accounts belong to the same player, and that's not so easy to determine, though I don't think it's impossible. At least now we know how many accounts are being played, which is a step in that direction. Regards and thank you very much for your comment.
That's true, but at least this is a starting point to work from!