
Yes. Players rate it highly.
The average Coilr player has put 16h into PARANORMASIGHT: The Seven Mysteries of Honjo. 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
76
24h peak
76
Peak (tracked)
153
Coilr players
3
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
95%
Total reviews
7,214
Pos / Neg
6,887 / 327
% positive by month
No verified owner has scored PARANORMASIGHT: The Seven Mysteries of Honjo yet.
Sign in to be the firstNo verified owner has reported a time for PARANORMASIGHT: The Seven Mysteries of Honjo 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 3 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 PARANORMASIGHT: The Seven Mysteries of Honjo 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 (~46%).
Players online by hour (UTC)
Busiest around 13:00 with about 110 people in game — 5.4× as many as at 00:00, the quietest hour.

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As of September 2026, about 76 people are playing PARANORMASIGHT: The Seven Mysteries of Honjo on Steam right now, with a 24-hour peak of 76 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 16h into PARANORMASIGHT: The Seven Mysteries of Honjo. Steam reviews are overwhelmingly positive.
PARANORMASIGHT: The Seven Mysteries of Honjo's player activity peaks around 13:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 46% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)