
Yes. Players rate it highly.
The average Coilr player has put 31h into Ragnarock. 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
6
24h peak
12
Peak (tracked)
18
Coilr players
3
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
94%
Total reviews
3,207
Pos / Neg
3,020 / 187
% positive by month
Coilr's own 0-100 score from players who own Ragnarock. A finer verdict than a thumbs up, independent of Steam reviews.
No scores yet. Be the first verified owner to rate Ragnarock.
Played it? Score it 0-100. Only verified owners can rate.
Reported by players who own Ragnarock, not estimated from playtime, which idle hours and multiplayer inflate.
Main Story
—
no reports yet
Main + Extras
—
no reports yet
Completionist
—
no reports yet
Beat this game? Submit your time. Only verified owners can report.
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 3 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 Ragnarock is busiest each day (UTC). A rough estimate of the global playerbase from player-count patterns, not exact player locations.
Most players look to be in Americas (~34%).
Players online by hour (UTC) · peak 02:00 UTC
As of August 2026, about 6 people are playing Ragnarock on Steam right now, with a 24-hour peak of 12 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 31h into Ragnarock. Steam reviews are very positive.
Ragnarock's player activity peaks around 02:00 UTC, which points to its largest audience being in the Americas region, an estimated 34% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)