
Players now
3
24h peak
3
Peak (tracked)
6
Coilr players
1
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
70%
Total reviews
1,881
Pos / Neg
1,325 / 556
% positive by month
Coilr's own 0-100 score from players who own Somerville. A finer verdict than a thumbs up, independent of Steam reviews.
No scores yet. Be the first verified owner to rate Somerville.
Played it? Score it 0-100. Only verified owners can rate.
Reported by players who own Somerville, 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.
Inferred from when Somerville 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 (~35%).
Players online by hour (UTC) · peak 21:00 UTC

INSIDE
Ambient · Narrative

Before Your Eyes
Narrative · Emotional

Detroit: Become Human
Cinematic · Multiple Endings

Just a To the Moon Series Beach Episode
Narrative · Emotional

Osmos
Ambient · Puzzle

Sally Face - Episode One
Narrative · Emotional

The Uncertain: Light At The End
Emotional · Cinematic

Sea of Solitude
Emotional · Dark
As of August 2026, about 3 people are playing Somerville on Steam right now, with a 24-hour peak of 3 concurrent players.
Somerville costs $19.99 on Steam (USD). The average Coilr player has put 6 hours in, about 3.33 per hour.
Somerville's player activity peaks around 21:00 UTC, which points to its largest audience being in the Americas region, an estimated 35% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)