Elden Ring has 9.8 million players with 100 hours, analyst estimates
An independent analysis estimates that millions of Elden Ring players have crossed 100 hours, while about 3.5 million have completed every achievement or trophy.
Elden Ring (エルデンリング) still has an astonishing number of players pushing deep into the Lands Between. Alinea Analytics estimates that more than 9.8 million people have played FromSoftware’s action RPG for at least 100 hours, while roughly 3.5 million are thought to have unlocked every achievement or trophy. Those figures are estimates rather than publisher-reported totals, but they underline how unusually durable the game has been four years after launch.12
Alinea Analytics market-analysis lead Rhys Elliott published the figures on 22 October. The analysis estimates that Elden Ring has sold about 36.4 million copies across Steam, PlayStation and Xbox, generating roughly $2 billion in revenue. On that estimate, the 9.8 million players who have crossed the 100-hour mark represent about 27% of the game’s audience.1
The same analysis estimates that Elden Ring sold around two million additional copies between the start of 2026 and 22 October, producing about $110 million in revenue. Those numbers suggest that the game is not merely surviving on its original launch momentum: it is still attracting buyers while a steady audience continues to explore its open world.1
The picture is similar on PlayStation. Alinea Analytics estimates that around 1.5 million people were still playing the PS4 and PS5 versions in September. Some of those players were also spending time with FromSoftware’s other games: around 4% reportedly played Dark Souls III, another 4% played Bloodborne, and 3% played Sekiro: Shadows Die Twice during the same month.1
The achievement climb is still formidable
Reaching the end of Elden Ring is only one part of completing it. The Steam release contains 42 achievements, including challenges that require players to collect legendary weapons, spirit ashes, talismans, sorceries and incantations. Several optional bosses also count, including Malenia and Dragonlord Placidusax, while three different endings have their own achievements.23
Steam’s global achievement data shows why the estimated 3.5 million completionists stand out. About 75% of players have reached the Roundtable Hold and roughly 71% have defeated Margit, the Fell Omen. The rates fall to around 36% for Malenia and 30% for Dragonlord Placidusax. The achievement for the Age of Stars ending sits at about 28%, Elden Lord at 24%, and Lord of Frenzied Flame at 16%.23
Those percentages are not a perfect measure of completion because players can own the game without having started it, and the estimate combines platforms with different tracking systems. Even so, the gap between early-game milestones and the most demanding optional objectives gives the report some useful context. Millions of players are not just sampling Elden Ring; a sizeable audience has put in the time to see much of its most difficult content.
The game’s structure helps explain that persistence. Players can approach the Lands Between in different orders, change between melee, ranged and magic builds, summon spirit allies, cooperate with other players or return to an earlier region when a boss proves too strong. That flexibility makes a second run feel meaningfully different, while the multiple endings give committed players another reason to return.
A long tail for the Lands Between
FromSoftware launched Elden Ring on 25 February 2022 for PC, PlayStation and Xbox. The game’s unusually broad open world, its demanding combat and its collaboration with fantasy author George R.R. Martin gave it a reach beyond the studio’s established audience. The arrival of Elden Ring Tarnished Edition on Nintendo Switch 2 in August has also extended its platform footprint.2
A live-action film adaptation is now in development from A24, with Alex Garland attached to write and direct and a global theatrical release scheduled for 3 March 2028. That film is still a future project, but it gives the game another route back into the conversation while players continue to discuss its bosses, builds and unexplained corners.2
Alinea Analytics’ figures should be treated as independent estimates, not as an official sales statement from FromSoftware or Bandai Namco. They are nevertheless a striking snapshot of a game whose cultural footprint has outlasted the usual launch cycle. Four years on, the Lands Between still has millions of players willing to spend 100 hours there — and millions more who have apparently decided that one ending was not enough.
Our opinion
The most revealing figure is not the estimated sales total but the combination of time and completion. A game can sell tens of millions of copies through a major launch and still struggle to keep players engaged. Elden Ring appears to have done the opposite: its open-ended design has turned curiosity into a very long tail, and its difficult optional content has given dedicated players a reason to keep returning.
The estimates also put the game’s ongoing success in perspective. It is not simply nostalgia carrying an old release forward. New sales, continuing PlayStation activity and a substantial group of completionists point to a game that remains unusually easy to revisit, even as its audience waits for the next major development around the series.