
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 9h into Fabledom, and at $7.34 that's about 0.82 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
228
24h peak
399
Peak (tracked)
759
Coilr players
6
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
85%
Total reviews
7,816
Pos / Neg
6,656 / 1,160
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.834
at $7.34
Avg playtime
9 h
across 6 players
Total tracked
53 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 6 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 Fabledom 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 (~30%).
Players online by hour (UTC)
Busiest around 17:00 with about 453 people in game — 5.8× as many as at 07:00, the quietest hour.
As of September 2026, about 228 people are playing Fabledom on Steam right now, with a 24-hour peak of 399 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 9h into Fabledom, and at $7.34 that's about 0.82 per hour. Steam reviews are very positive.
Fabledom costs $7.34 on Steam (USD). The average Coilr player has put 9 hours in, about 0.82 per hour.
Across 6 tracked owners on Coilr, the average playtime in Fabledom is about 9 hours.
Fabledom's player activity peaks around 17:00 UTC, which points to its largest audience being in the Americas region, an estimated 30% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)