
Players now
1
24h peak
1
Peak (tracked)
5
Coilr players
0
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
67%
Total reviews
239
Pos / Neg
160 / 79
% positive by month
Coilr's own 0-100 score from players who own USC: Counterforce. A finer verdict than a thumbs up, independent of Steam reviews.
No scores yet. Be the first verified owner to rate USC: Counterforce.
Played it? Score it 0-100. Only verified owners can rate.
Reported by players who own USC: Counterforce, not estimated from playtime, which idle hours and multiplayer inflate.
Main Story
—
no reports yet
Main + Extras
—
no reports yet
Completionist
—
no reports yet
Beat this game? Submit your time. Only verified owners can report.
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 USC: Counterforce is busiest each day (UTC). A rough estimate of the global playerbase from player-count patterns, not exact player locations.
Most players look to be in Americas (~38%).
Players online by hour (UTC) · peak 23:00 UTC

Clatter
Turn-Based Tactics · Turn-Based Combat

Jagged Alliance 3
Turn-Based Tactics · Turn-Based Combat

Fell Seal: Arbiter's Mark
Turn-Based Tactics · Strategy RPG

Tactical Breach Wizards
Strategy RPG · Turn-Based Tactics

Battlestar Galactica Deadlock
Space · Turn-Based Tactics

RAM Pressure
Turn-Based Tactics · Turn-Based

Pathway
Strategy RPG · Turn-Based Tactics

Wargroove
Turn-Based Tactics · Strategy RPG
As of August 2026, about 1 people are playing USC: Counterforce on Steam right now, with a 24-hour peak of 1 concurrent players.
USC: Counterforce's player activity peaks around 23:00 UTC, which points to its largest audience being in the Americas region, an estimated 38% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)