
0
playing on Steam now·
0
24-hour peak
All-time peak 2 in Aug 2026·30 days −45%
On Steam, very nearly.
Nobody is playing Pumpkin Eater on Steam at this moment. The most Coilr has recorded at once is 2 in August 2026; right now is under 1% of that. These are Steam players only: a game that also runs on its own launcher or on console has players this cannot see.
30-day average
0
players at once, on Steam
Steam reviews
88%
Very Positive
Average playtime
—
Coilr players
Coilr players
0
who own it
Latest reading · average in view 0
This game's player count is measured about every 23 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.
Average and peak players on Steam at the same time, each month since Coilr started tracking Pumpkin Eater. The change is against the month before.
| Month | Avg. players | Change | Peak players |
|---|---|---|---|
| Sep 2026 (so far) | 0 | +0 | 1 |
| Aug 2026 | 0 | +0 | 2 |
| Jul 2026 (from first reading) | 0 | — | 0 |
Positive
88%
Total reviews
620
Pos / Neg
547 / 73
% positive by month
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 Pumpkin Eater 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 (~60%).
Peak 11:00 UTC
On Steam, very nearly. Nobody is playing Pumpkin Eater on Steam at this moment. The most Coilr has recorded at once is 2 in August 2026; right now is under 1% of that. These are Steam players only: a game that also runs on its own launcher or on console has players this cannot see.
Pumpkin Eater's player activity peaks around 11:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 60% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)