
Players now
394
24h peak
394
Peak (tracked)
752
Coilr players
1
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
77%
Total reviews
4,100
Pos / Neg
3,146 / 954
% positive by month
Coilr's own 0-100 score from players who own Ship Graveyard Simulator 2. A finer verdict than a thumbs up, independent of Steam reviews.
No scores yet. Be the first verified owner to rate Ship Graveyard Simulator 2.
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Reported by players who own Ship Graveyard Simulator 2, not estimated from playtime, which idle hours and multiplayer inflate.
Main Story
—
no reports yet
Main + Extras
—
no reports yet
Completionist
—
no reports yet
Beat this game? Submit your time. Only verified owners can report.
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 Ship Graveyard Simulator 2 is busiest each day (UTC). A rough estimate of the global playerbase from player-count patterns, not exact player locations.
Most players look to be in Asia-Pacific (~30%).
Players online by hour (UTC) · peak 17:00 UTC

Ship Graveyard Simulator: Prologue
Destruction · Education

Demolish & Build 2017
Destruction · Building

Demolish & Build 2018
Destruction · Building

House Flipper 2
Destruction · Relaxing

Train Station Renovation
Destruction · Relaxing

Gas Station Simulator
Destruction · Education

Builder Simulator
Destruction · Education

Sinking Simulator
Destruction · Sandbox
As of August 2026, about 394 people are playing Ship Graveyard Simulator 2 on Steam right now, with a 24-hour peak of 394 concurrent players.
Ship Graveyard Simulator 2's player activity peaks around 17:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 30% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)