
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 259h into Melvor Idle, and at $9.99 that's about 0.04 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
3,993
24h peak
4,112
Peak (tracked)
5,613
Coilr players
10
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
16,170
Pos / Neg
14,558 / 1,612
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.039
at $9.99
Avg playtime
259 h
across 10 players
Total tracked
2,595 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 10 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 Melvor Idle 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 (~39%).
Players online by hour (UTC)
Busiest around 12:00 with about 4,922 people in game — 1.9× as many as at 23:00, the quietest hour.
As of September 2026, about 3,993 people are playing Melvor Idle on Steam right now, with a 24-hour peak of 4,112 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 259h into Melvor Idle, and at $9.99 that's about 0.04 per hour. Steam reviews are very positive.
Melvor Idle costs $9.99 on Steam (USD). The average Coilr player has put 259 hours in, about 0.04 per hour.
Across 10 tracked owners on Coilr, the average playtime in Melvor Idle is about 259 hours.
Melvor Idle's player activity peaks around 12:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 39% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)