
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 4h into Gunpoint, and at $9.99 that's about 2.50 per hour. Steam reviews are overwhelmingly 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
3
24h peak
3
Peak (tracked)
9
Coilr players
16
This game's player count is measured about every 22 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
98%
Total reviews
13,326
Pos / Neg
12,994 / 332
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$2.54
at $9.99
Avg playtime
4 h
across 16 players
Total tracked
63 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 16 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 Gunpoint 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 (~34%).
Players online by hour (UTC)
Busiest around 19:00 with about 7 people in game — 7.0× as many as at 04:00, the quietest hour.

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As of September 2026, about 3 people are playing Gunpoint on Steam right now, with a 24-hour peak of 3 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 4h into Gunpoint, and at $9.99 that's about 2.50 per hour. Steam reviews are overwhelmingly positive.
Gunpoint costs $9.99 on Steam (USD). The average Coilr player has put 4 hours in, about 2.50 per hour.
Across 16 tracked owners on Coilr, the average playtime in Gunpoint is about 4 hours.
Gunpoint's player activity peaks around 19:00 UTC, which points to its largest audience being in the Americas region, an estimated 34% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)