
Yes. Players rate it highly.
The average Coilr player has put 3h into Fallen Aces, and at $14.99 that's about 5.00 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
47
24h peak
97
Peak (tracked)
610
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
97%
Total reviews
6,915
Pos / Neg
6,692 / 223
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$4.73
at $14.99
Avg playtime
3 h
across 3 players
Total tracked
10 h
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 Fallen Aces 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 (~41%).
Players online by hour (UTC)
Busiest around 00:00 with about 129 people in game — 3.3× as many as at 11:00, the quietest hour.
As of September 2026, about 47 people are playing Fallen Aces on Steam right now, with a 24-hour peak of 97 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 3h into Fallen Aces, and at $14.99 that's about 5.00 per hour. Steam reviews are overwhelmingly positive.
Fallen Aces costs $14.99 on Steam (USD). The average Coilr player has put 3 hours in, about 5.00 per hour.
Fallen Aces's player activity peaks around 00:00 UTC, which points to its largest audience being in the Americas region, an estimated 41% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)