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Tom Clancy's The Division

Tom Clancy's The Division

PC
2016 - 2019
4 years played
264d
Streamed
1,408
Avg Viewers
8,116
Peak Viewers
93,942
Followers Gained

Streaming Statistics

6,351
Hours Streamed
11 Million
Hours Watched
1,408
Avg Viewers
8,116
Peak Viewers

Tom Clancy's The Division at StreamerHouse

The Division was our testing ground back when nobody was really watching. 2016 through 2019—those were the lean years for streaming, but that's exactly when we were building something real. We picked up Division at launch in March 2016 when Ubisoft dropped what looked like a polished experience compared to what other studios were fumbling. The game had us hooked for four solid years. We streamed 6,351 hours because the grind kept working, the community kept showing up, and the Dark Zone—man, that PvP zone was theatrical. People would log in specifically to watch what chaos would unfold. Formed alliances, betrayed each other, lost everything to rogue agents. It was peak multiplayer drama, and we were broadcasting it all.

Tom Clancy's The Division Twitch Statistics

10.5 million hours watched. That number alone tells you something about who we were and what we were building. When most of the streaming world wasn't paying attention, our viewers were here, grinding Division with us. An average of 1,408 viewers across the span shows we had built real loyalty—people who cared enough to stick with a game through its entire lifecycle. The peak of 8,116 happened during those launch weeks when Ubisoft's March 2016 release felt genuinely exciting, genuinely different. Tom Clancy's The Division gave us 93,942 new followers—that growth happened quietly, in those building years nobody talks about.

Community Impact

The Division forged something permanent in our community. The PvP stories still get referenced years later. People remember specific betrayals, specific clutch moments, specific losses in the Dark Zone. It was the game that proved our community would stay engaged even when the mainstream wasn't watching. Builds were planned in chat, loot drops were celebrated, and losses stung because they mattered. This game taught us that you don't need massive numbers to build something meaningful.

Frequently Asked Questions

VODs

VOD integration coming soon

Past broadcasts will be available here

Clips

Clip integration coming soon

Top clips will be featured here

Years Played

2016201720182019

First played in 2016, most recently in 2019

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