
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 20h into Titanfall® 2, and at $29.99 that's about 1.50 per hour. Steam reviews are overwhelmingly 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
990
24h peak
1,515
Peak (tracked)
3,118
Coilr players
52
Positive
96%
Total reviews
285,754
Pos / Neg
273,302 / 12,452
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.52
at $29.99
Avg playtime
20 h
across 52 players
Total tracked
1,027 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
4%
2 of 52 owners
Played last 7 days
0
Hours trend (2wk)
▲ Rising
Last time owners played
Hours played per day (Coilr owners, 90d)
Country distribution of Coilr players who own this game.
Inferred from when Titanfall® 2 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 (~43%).
Players online by hour (UTC)
Busiest around 14:00 with about 1,708 people in game — 2.0× as many as at 23:00, the quietest hour.
As of September 2026, about 990 people are playing Titanfall® 2 on Steam right now, with a 24-hour peak of 1,515 concurrent players.
Yes, 4% of tracked Titanfall® 2 owners on Coilr played it within the last two weeks, and roughly 990 players are online right now. (as of September 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 20h into Titanfall® 2, and at $29.99 that's about 1.50 per hour. Steam reviews are overwhelmingly positive.
Titanfall® 2 costs $29.99 on Steam (USD). The average Coilr player has put 20 hours in, about 1.50 per hour.
Across 52 tracked owners on Coilr, the average playtime in Titanfall® 2 is about 20 hours.
Titanfall® 2's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 43% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)