
Yes. Players rate it highly.
The average Coilr player has put 2h into Thomas Was Alone, and at $9.99 that's about 5.00 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
0
24h peak
0
Peak (tracked)
5
Coilr players
18
This game's player count is measured about every 11 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
94%
Total reviews
9,389
Pos / Neg
8,797 / 592
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$4.72
at $9.99
Avg playtime
2 h
across 18 players
Total tracked
38 h
No verified owner has reported a time for Thomas Was Alone 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 18 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 Thomas Was Alone 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 (~42%).
Players online by hour (UTC)
Busiest around 18:00 with about 4 people in game — 3.5× as many as at 05:00, the quietest hour.

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Yes. Players rate it highly. The average Coilr player has put 2h into Thomas Was Alone, and at $9.99 that's about 5.00 per hour. Steam reviews are very positive.
Thomas Was Alone costs $9.99 on Steam (USD). The average Coilr player has put 2 hours in, about 5.00 per hour.
Across 18 tracked owners on Coilr, the average playtime in Thomas Was Alone is about 2 hours.
Thomas Was Alone's player activity peaks around 18:00 UTC, which points to its largest audience being in the Americas region, an estimated 42% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)