
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 11h into Roguebook, and at $24.99 that's about 2.27 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
68
24h peak
68
Peak (tracked)
124
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
84%
Total reviews
4,571
Pos / Neg
3,833 / 738
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$2.31
at $24.99
Avg playtime
11 h
across 5 players
Total tracked
54 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 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 Roguebook 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 (~33%).
Players online by hour (UTC)
Busiest around 13:00 with about 86 people in game — 3.0× as many as at 06:00, the quietest hour.

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As of September 2026, about 68 people are playing Roguebook on Steam right now, with a 24-hour peak of 68 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 11h into Roguebook, and at $24.99 that's about 2.27 per hour. Steam reviews are very positive.
Roguebook costs $24.99 on Steam (USD). The average Coilr player has put 11 hours in, about 2.27 per hour.
Across 5 tracked owners on Coilr, the average playtime in Roguebook is about 11 hours.
Roguebook's player activity peaks around 13:00 UTC, which points to its largest audience being in the Americas region, an estimated 33% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)