EverQuest Next is ranked #115 out of 140 tracked MMOs in terms of aggregate server and player population.



EverQuest Next is estimated to have 0 total players or subscribers.



EverQuest Next is estimated to have less than 20 players per day this month.

Active Players Over The Last Month

EverQuest Next Population Chart (Daily)

5 Year Breakdown Active Players Over The Last Year

EverQuest Next Population Chart (Yearly)

EverQuest Next

  • by Sony Interactive Entertainment

Game Data

  • Subscribers: 0
  • Daily Players: 0
  • Genres: RPG, Massively Multiplayer
  • Platforms: PC
  • Released: Unreleased

How Many People Play EverQuest Next?

We estimate the daily player count of EverQuest Next to be 0, with a total player base of 0.

EverQuest Next Description

EverQuest Next was the failed MMORPG developed to provide an alternative option to the already established EverQuest and EverQuest II games. The world would still be based on the fantasy setting of Norrath.

EverQuest Next (also called EQN) was going to feature a simpler interface and less complex mechanics. The intention was to attract new players who would likely find the features in EverQuest and EverQuest II as too complicated or slow. EverQuest Next would follow the more standard concepts of MMOs as those in World of Warcraft and later games. An example of this simpler gameplay are the abilities characters use. Player characters would only be able to use 8 abilities, 4 of which would be weapon abilities. Class abilities would provide Offensive, Defensive, Movement, and Utility abilities in EverQuest Next.

EverQuest Next would also have a more animated style design and use a voxel-based environment. This would allow for a more dynamic interaction, with destructible structures and player characters could manipulate anything from trees to the ground itself. Aside from the environment, players would also be able to influence their reputation in the game. There would be no fixed storyline for any character. Instead, their actions in game would affect how NPCs react to them, including what services they offer and the costs for using them.

Siege warfare would also be heavily implemented in EverQuest Next. The physics engine would have taken advantage of the voxel-based environment, allowing for effects such as battering walls and gates, explosions causing destruction and impact in an area, fire spreading on the ground, and many other potential applications.