
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 8h into Race The Sun, and at $9.99 that's about 1.25 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
8
24h peak
8
Peak (tracked)
11
Coilr players
14
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
6,355
Pos / Neg
5,931 / 424
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.26
at $9.99
Avg playtime
8 h
across 14 players
Total tracked
111 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 14 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 Race The Sun 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 (~32%).
Players online by hour (UTC)
Busiest around 14:00 with about 8 people in game — 4.0× as many as at 11:00, the quietest hour.
As of September 2026, about 8 people are playing Race The Sun on Steam right now, with a 24-hour peak of 8 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 8h into Race The Sun, and at $9.99 that's about 1.25 per hour. Steam reviews are very positive.
Race The Sun costs $9.99 on Steam (USD). The average Coilr player has put 8 hours in, about 1.25 per hour.
Across 14 tracked owners on Coilr, the average playtime in Race The Sun is about 8 hours.
Race The Sun's player activity peaks around 14:00 UTC, which points to its largest audience being in the Americas region, an estimated 32% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)