
Yes. Players rate it highly.
The average Coilr player has put 6h into Jump King. Steam reviews are very positive, and 20% of tracked owners still played in the last two weeks.
Automated estimate from Coilr-tracked playtime and Steam reviews (Coilr doesn't verify individual reviews), not a paid placement. How this is calculated
Players now
66
24h peak
107
Peak (tracked)
187
Coilr players
5
This game's player count is measured about every 10 hours. Steam allows a limited number of requests per day, so the busiest games are measured every few minutes and quieter ones less often. The shape of the curve is real, the fine detail between points isn't recorded.
Positive
90%
Total reviews
13,394
Pos / Neg
12,025 / 1,369
% positive by month
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
20%
1 of 5 owners
Played last 7 days
0
Hours trend (2wk)
▲ Rising
Last time owners played
Country distribution of Coilr players who own this game.
Inferred from when Jump King is busiest each day. A rough estimate of the global playerbase from player-count patterns, not exact player locations.
Most players look to be in Asia-Pacific (~32%).
Players online by hour (UTC)
Busiest around 14:00 with about 150 people in game — 2.6× as many as at 23:00, the quietest hour.

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As of September 2026, about 66 people are playing Jump King on Steam right now, with a 24-hour peak of 107 concurrent players.
Yes, 20% of tracked Jump King owners on Coilr played it within the last two weeks, and roughly 66 players are online right now. (as of September 2026)
Yes. Players rate it highly. The average Coilr player has put 6h into Jump King. Steam reviews are very positive, and 20% of tracked owners still played in the last two weeks.
Across 5 tracked owners on Coilr, the average playtime in Jump King is about 6 hours.
Jump King's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 32% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)