
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 2h into Incredibox, and at $4.99 that's about 2.50 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
55
24h peak
72
Peak (tracked)
92
Coilr players
5
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
5,930
Pos / Neg
5,732 / 198
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$3.15
at $4.99
Avg playtime
2 h
across 5 players
Total tracked
8 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 5 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 Incredibox 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 (~35%).
Players online by hour (UTC)
Busiest around 19:00 with about 67 people in game — 1.9× as many as at 07:00, the quietest hour.
As of September 2026, about 55 people are playing Incredibox on Steam right now, with a 24-hour peak of 72 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 2h into Incredibox, and at $4.99 that's about 2.50 per hour. Steam reviews are overwhelmingly positive.
Incredibox costs $4.99 on Steam (USD). The average Coilr player has put 2 hours in, about 2.50 per hour.
Across 5 tracked owners on Coilr, the average playtime in Incredibox is about 2 hours.
Incredibox's player activity peaks around 19:00 UTC, which points to its largest audience being in the Americas region, an estimated 35% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)