
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 12h into Tavern Master, and at $14.99 that's about 1.25 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
126
24h peak
126
Peak (tracked)
499
Coilr players
7
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
92%
Total reviews
13,267
Pos / Neg
12,226 / 1,041
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.20
at $14.99
Avg playtime
12 h
across 7 players
Total tracked
87 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 7 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 Tavern Master 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 Asia-Pacific (~30%).
Players online by hour (UTC)
Busiest around 16:00 with about 317 people in game — 2.7× as many as at 03:00, the quietest hour.

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As of September 2026, about 126 people are playing Tavern Master on Steam right now, with a 24-hour peak of 126 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 12h into Tavern Master, and at $14.99 that's about 1.25 per hour. Steam reviews are very positive.
Tavern Master costs $14.99 on Steam (USD). The average Coilr player has put 12 hours in, about 1.25 per hour.
Across 7 tracked owners on Coilr, the average playtime in Tavern Master is about 12 hours.
Tavern Master's player activity peaks around 16:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 30% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)