
Worth it if you'll put real hours in.
The average Coilr player has put 1h into DEFCON, 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
13
24h peak
13
Peak (tracked)
19
Coilr players
8
This game's player count is measured about every 22 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
87%
Total reviews
4,332
Pos / Neg
3,784 / 548
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$14.99
at $11.99
Avg playtime
1 h
across 8 players
Total tracked
6 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 8 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 DEFCON 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 21:00 with about 16 people in game — 6.9× as many as at 09:00, the quietest hour.

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As of September 2026, about 13 people are playing DEFCON on Steam right now, with a 24-hour peak of 13 concurrent players.
Worth it if you'll put real hours in. The average Coilr player has put 1h into DEFCON, and at $11.99 that's about 11.99 per hour. Steam reviews are very positive.
DEFCON costs $11.99 on Steam (USD). The average Coilr player has put 1 hours in, about 11.99 per hour.
Across 8 tracked owners on Coilr, the average playtime in DEFCON is about 1 hours.
DEFCON's player activity peaks around 21:00 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.)