
Worth it if you'll put real hours in.
The average Coilr player has put 1h into Uplink, and at $11.99 that's about 11.99 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
6
24h peak
6
Peak (tracked)
40
Coilr players
11
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
91%
Total reviews
2,437
Pos / Neg
2,208 / 229
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$10.43
at $11.99
Avg playtime
1 h
across 11 players
Total tracked
13 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 11 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 Uplink 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 (~38%).
Players online by hour (UTC)
Busiest around 22:00 with about 10 people in game — 4.0× as many as at 11:00, the quietest hour.
As of September 2026, about 6 people are playing Uplink on Steam right now, with a 24-hour peak of 6 concurrent players.
Worth it if you'll put real hours in. The average Coilr player has put 1h into Uplink, and at $11.99 that's about 11.99 per hour. Steam reviews are very positive.
Uplink costs $11.99 on Steam (USD). The average Coilr player has put 1 hours in, about 11.99 per hour.
Across 11 tracked owners on Coilr, the average playtime in Uplink is about 1 hours.
Uplink's player activity peaks around 22:00 UTC, which points to its largest audience being in the Americas region, an estimated 38% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)