
Worth it if you'll put real hours in.
The average Coilr player has put 2h into Still Wakes the Deep, and at $34.99 that's about 17.50 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
42
24h peak
58
Peak (tracked)
144
Coilr players
4
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
88%
Total reviews
13,041
Pos / Neg
11,419 / 1,622
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$17.21
at $34.99
Avg playtime
2 h
across 4 players
Total tracked
8 h
No verified owner has reported a time for Still Wakes the Deep yet.
Sign in to be the firstHow many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 4 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 Still Wakes the Deep 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 107 people in game — 4.3× as many as at 08:00, the quietest hour.

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As of September 2026, about 42 people are playing Still Wakes the Deep on Steam right now, with a 24-hour peak of 58 concurrent players.
Worth it if you'll put real hours in. The average Coilr player has put 2h into Still Wakes the Deep, and at $34.99 that's about 17.50 per hour. Steam reviews are very positive.
Still Wakes the Deep costs $34.99 on Steam (USD). The average Coilr player has put 2 hours in, about 17.50 per hour.
Still Wakes the Deep'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.)