
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 17h into Until Then, and at $19.99 that's about 1.18 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
94
24h peak
134
Peak (tracked)
369
Coilr players
3
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
19,202
Pos / Neg
18,556 / 646
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.15
at $19.99
Avg playtime
17 h
across 3 players
Total tracked
52 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 3 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 Until Then 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 (~31%).
Players online by hour (UTC)
Busiest around 16:00 with about 278 people in game — 2.1× as many as at 09:00, the quietest hour.

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As of September 2026, about 94 people are playing Until Then on Steam right now, with a 24-hour peak of 134 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 17h into Until Then, and at $19.99 that's about 1.18 per hour. Steam reviews are overwhelmingly positive.
Until Then costs $19.99 on Steam (USD). The average Coilr player has put 17 hours in, about 1.18 per hour.
Until Then's player activity peaks around 16:00 UTC, which points to its largest audience being in the Americas region, an estimated 31% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)