
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 370h into Dying Light, and at $24.99 that's about 0.07 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
3,890
24h peak
4,927
Peak (tracked)
9,663
Coilr players
66
Positive
95%
Total reviews
494,779
Pos / Neg
471,164 / 23,615
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.067
at $24.99
Avg playtime
370 h
across 66 players
Total tracked
24,440 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
2%
1 of 66 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 Dying Light 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 Asia-Pacific (~36%).
Players online by hour (UTC)
Busiest around 14:00 with about 5,961 people in game — 2.0× as many as at 01:00, the quietest hour.

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As of September 2026, about 3,890 people are playing Dying Light on Steam right now, with a 24-hour peak of 4,927 concurrent players.
Yes, 2% of tracked Dying Light owners on Coilr played it within the last two weeks, and roughly 3,890 players are online right now. (as of September 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 370h into Dying Light, and at $24.99 that's about 0.07 per hour. Steam reviews are overwhelmingly positive.
Dying Light costs $24.99 on Steam (USD). The average Coilr player has put 370 hours in, about 0.07 per hour.
Across 66 tracked owners on Coilr, the average playtime in Dying Light is about 370 hours.
Dying Light's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 36% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)