
0
playing on Steam now·
0
24-hour peak
All-time peak 1 in Aug 2026·30 days −6%
On Steam, very nearly.
Nobody is playing GET OUT! on Steam at this moment. The most Coilr has recorded at once is 1 in August 2026; right now is under 1% of that. These are Steam players only: a game that also runs on its own launcher or on console has players this cannot see.
30-day average
0
players at once, on Steam
Steam reviews
93%
Very Positive
Average playtime
—
Coilr players
Coilr players
0
who own it
Latest reading · average in view 0
This game's player count is measured about every 23 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.
Average and peak players on Steam at the same time, each month since Coilr started tracking GET OUT!. The change is against the month before.
| Month | Avg. players | Change | Peak players |
|---|---|---|---|
| Sep 2026 (so far) | 0 | +0 | 1 |
| Aug 2026 | 0 | +0 | 1 |
| Jul 2026 (from first reading) | 0 | — | 0 |
Positive
93%
Total reviews
443
Pos / Neg
412 / 31
% positive by month
How 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.
Not enough location data yet.
Inferred from when GET OUT! 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 (~49%).
Peak 13:00 UTC

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On Steam, very nearly. Nobody is playing GET OUT! on Steam at this moment. The most Coilr has recorded at once is 1 in August 2026; right now is under 1% of that. These are Steam players only: a game that also runs on its own launcher or on console has players this cannot see.
GET OUT!'s player activity peaks around 13:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 49% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)