
0
playing on Steam now·
0
24-hour peak
All-time peak 1 in Oct 2026
On Steam, very nearly.
The most Coilr has recorded at once is 1 in October 2026. Nobody is playing Swords of Legends Online on Steam at this moment. The count now is under 1% of the record. These are Steam players only: a game that also runs on its own launcher or on console has players this cannot see.
Latest reading · average in view 0
This game's player count is measured about every 24 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.
30-day average
0
players at once, on Steam
Steam reviews
67%
Mixed
Average playtime
5 h
Coilr players
Coilr players
1
who own it
Average and peak players on Steam at the same time, each month since Coilr started tracking Swords of Legends Online. The change is against the month before.
| Month | Avg. players | Change | Peak players |
|---|---|---|---|
| Oct 2026 (so far) | 0 | +0 | 1 |
| Sep 2026 | 0 | +0 | 0 |
| Aug 2026 | 0 | +0 | 0 |
| Jul 2026 (from first reading) | 0 | — | 0 |
Positive
67%
Total reviews
5,791
Pos / Neg
3,857 / 1,934
% positive by month
No verified owner has reported a time for Swords of Legends Online yet.
Sign in to be the firstHow many tracked owners still play, something raw concurrent counts can't tell you.
Not enough Coilr players tracking this game yet.
Country distribution of Coilr players who own this game.
Inferred from when Swords of Legends Online 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 (~58%).
Peak 06:00 UTC

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On Steam, very nearly. The most Coilr has recorded at once is 1 in October 2026. These are Steam players only: a game that also runs on its own launcher or on console has players this cannot see.
Swords of Legends Online's player activity peaks around 06:00 UTC, which points to its largest audience being in the Americas region, an estimated 58% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)