
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 12h into Cruelty Squad, and at $19.99 that's about 1.67 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
72
24h peak
80
Peak (tracked)
230
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
96%
Total reviews
24,896
Pos / Neg
23,907 / 989
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.64
at $19.99
Avg playtime
12 h
across 10 players
Total tracked
122 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 Cruelty Squad 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 (~37%).
Players online by hour (UTC)
Busiest around 13:00 with about 122 people in game — 2.8× as many as at 08:00, the quietest hour.

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As of September 2026, about 72 people are playing Cruelty Squad on Steam right now, with a 24-hour peak of 80 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 12h into Cruelty Squad, and at $19.99 that's about 1.67 per hour. Steam reviews are overwhelmingly positive.
Cruelty Squad costs $19.99 on Steam (USD). The average Coilr player has put 12 hours in, about 1.67 per hour.
Across 10 tracked owners on Coilr, the average playtime in Cruelty Squad is about 12 hours.
Cruelty Squad's player activity peaks around 13:00 UTC, which points to its largest audience being in the Americas region, an estimated 37% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)