
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 2h into Cthulhu Saves the World, and at $2.99 that's about 1.50 per hour. Steam reviews are very positive.
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
0
24h peak
0
Peak (tracked)
6
Coilr players
11
This game's player count is measured about every 11 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
92%
Total reviews
3,478
Pos / Neg
3,196 / 282
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.30
at $2.99
Avg playtime
2 h
across 11 players
Total tracked
25 h
No verified owner has reported a time for Cthulhu Saves the World yet.
Sign in to be the firstHow many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 11 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 Cthulhu Saves the World 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 Americas (~40%).
Peak 21:00 UTC

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Yes. Strong reviews and great value for the hours. The average Coilr player has put 2h into Cthulhu Saves the World, and at $2.99 that's about 1.50 per hour. Steam reviews are very positive.
Cthulhu Saves the World costs $2.99 on Steam (USD). The average Coilr player has put 2 hours in, about 1.50 per hour.
Across 11 tracked owners on Coilr, the average playtime in Cthulhu Saves the World is about 2 hours.
Cthulhu Saves the World's player activity peaks around 21:00 UTC, which points to its largest audience being in the Americas region, an estimated 40% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)