
Worth it if you'll put real hours in.
The average Coilr player has put 2h into Sifu, and at $39.99 that's about 20.00 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
432
24h peak
511
Peak (tracked)
916
Coilr players
9
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
92%
Total reviews
28,697
Pos / Neg
26,361 / 2,336
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$18.75
at $39.99
Avg playtime
2 h
across 9 players
Total tracked
19 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 9 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 Sifu 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 (~40%).
Players online by hour (UTC)
Busiest around 14:00 with about 578 people in game — 1.9× as many as at 23:00, the quietest hour.

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As of September 2026, about 432 people are playing Sifu on Steam right now, with a 24-hour peak of 511 concurrent players.
Worth it if you'll put real hours in. The average Coilr player has put 2h into Sifu, and at $39.99 that's about 20.00 per hour. Steam reviews are very positive.
Sifu costs $39.99 on Steam (USD). The average Coilr player has put 2 hours in, about 20.00 per hour.
Across 9 tracked owners on Coilr, the average playtime in Sifu is about 2 hours.
Sifu's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 40% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)