
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 14h into Chroma Squad, and at $14.99 that's about 1.07 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
14
24h peak
14
Peak (tracked)
15
Coilr players
10
This game's player count is measured about every 22 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
93%
Total reviews
4,596
Pos / Neg
4,285 / 311
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.05
at $14.99
Avg playtime
14 h
across 10 players
Total tracked
143 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 10 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 Chroma Squad 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 (~49%).
Players online by hour (UTC)
Busiest around 23:00 with about 11 people in game — 8.3× as many as at 10:00, the quietest hour.

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As of September 2026, about 14 people are playing Chroma Squad on Steam right now, with a 24-hour peak of 14 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 14h into Chroma Squad, and at $14.99 that's about 1.07 per hour. Steam reviews are very positive.
Chroma Squad costs $14.99 on Steam (USD). The average Coilr player has put 14 hours in, about 1.07 per hour.
Across 10 tracked owners on Coilr, the average playtime in Chroma Squad is about 14 hours.
Chroma Squad's player activity peaks around 23:00 UTC, which points to its largest audience being in the Americas region, an estimated 49% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)