
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 32h into Core Keeper, and at $11.99 that's about 0.37 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
2,913
24h peak
4,088
Peak (tracked)
5,308
Coilr players
18
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
93%
Total reviews
66,229
Pos / Neg
61,557 / 4,672
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.372
at $11.99
Avg playtime
32 h
across 18 players
Total tracked
580 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 18 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 Core Keeper 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 (~34%).
Players online by hour (UTC)
Busiest around 16:00 with about 4,881 people in game — 2.2× as many as at 04:00, the quietest hour.

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As of September 2026, about 2,913 people are playing Core Keeper on Steam right now, with a 24-hour peak of 4,088 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 32h into Core Keeper, and at $11.99 that's about 0.37 per hour. Steam reviews are very positive.
Core Keeper costs $11.99 on Steam (USD). The average Coilr player has put 32 hours in, about 0.37 per hour.
Across 18 tracked owners on Coilr, the average playtime in Core Keeper is about 32 hours.
Core Keeper's player activity peaks around 16:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 34% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)