
Worth it if you'll put real hours in.
The average Coilr player has put 1h into Quake III Arena, and at $14.99 that's about 14.99 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
32
24h peak
32
Peak (tracked)
55
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
96%
Total reviews
4,103
Pos / Neg
3,933 / 170
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$42.83
at $14.99
Avg playtime
0 h
across 3 players
Total tracked
1 h
No verified owner has reported a time for Quake III Arena 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 Quake III Arena 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 Europe & Africa (~31%).
Players online by hour (UTC)
Busiest around 21:00 with about 41 people in game — 2.7× as many as at 06:00, the quietest hour.
As of September 2026, about 32 people are playing Quake III Arena on Steam right now, with a 24-hour peak of 32 concurrent players.
Worth it if you'll put real hours in. The average Coilr player has put 1h into Quake III Arena, and at $14.99 that's about 14.99 per hour. Steam reviews are overwhelmingly positive.
Quake III Arena costs $14.99 on Steam (USD).
Quake III Arena's player activity peaks around 21:00 UTC, which points to its largest audience being in the Europe & Africa region, an estimated 31% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)