
Worth it if you'll put real hours in.
The average Coilr player has put 2h into Gone Home, and at $14.99 that's about 7.50 per hour. Steam reviews are mostly 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
1
24h peak
1
Peak (tracked)
16
Coilr players
8
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
77%
Total reviews
18,443
Pos / Neg
14,217 / 4,226
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$7.89
at $14.99
Avg playtime
2 h
across 8 players
Total tracked
15 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 8 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 Gone Home 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 20:00 with about 11 people in game — 5.5× as many as at 15:00, the quietest hour.

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As of September 2026, about 1 people are playing Gone Home on Steam right now, with a 24-hour peak of 1 concurrent players.
Worth it if you'll put real hours in. The average Coilr player has put 2h into Gone Home, and at $14.99 that's about 7.50 per hour. Steam reviews are mostly positive.
Gone Home costs $14.99 on Steam (USD). The average Coilr player has put 2 hours in, about 7.50 per hour.
Across 8 tracked owners on Coilr, the average playtime in Gone Home is about 2 hours.
Gone Home's player activity peaks around 20:00 UTC, which points to its largest audience being in the Americas region, an estimated 42% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)