
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 5h into Hammerwatch, and at $9.99 that's about 2.00 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
7
24h peak
15
Peak (tracked)
30
Coilr players
11
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
89%
Total reviews
6,513
Pos / Neg
5,812 / 701
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.87
at $9.99
Avg playtime
5 h
across 11 players
Total tracked
59 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 11 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 Hammerwatch 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 22:00 with about 25 people in game — 5.4× as many as at 07:00, the quietest hour.

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As of September 2026, about 7 people are playing Hammerwatch on Steam right now, with a 24-hour peak of 15 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 5h into Hammerwatch, and at $9.99 that's about 2.00 per hour. Steam reviews are very positive.
Hammerwatch costs $9.99 on Steam (USD). The average Coilr player has put 5 hours in, about 2.00 per hour.
Across 11 tracked owners on Coilr, the average playtime in Hammerwatch is about 5 hours.
Hammerwatch's player activity peaks around 22:00 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.)