
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 32h into Borderlands: The Pre-Sequel, and at $39.99 that's about 1.25 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
343
24h peak
482
Peak (tracked)
557
Coilr players
31
Positive
79%
Total reviews
43,208
Pos / Neg
34,102 / 9,106
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.24
at $39.99
Avg playtime
32 h
across 31 players
Total tracked
997 h
No verified owner has reported a time for Borderlands: The Pre-Sequel yet.
Sign in to be the firstHow many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 31 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 Borderlands: The Pre-Sequel 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 (~41%).
Players online by hour (UTC)
Busiest around 20:00 with about 416 people in game — 2.1× as many as at 08:00, the quietest hour.

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As of September 2026, about 343 people are playing Borderlands: The Pre-Sequel on Steam right now, with a 24-hour peak of 482 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 32h into Borderlands: The Pre-Sequel, and at $39.99 that's about 1.25 per hour. Steam reviews are mostly positive.
Borderlands: The Pre-Sequel costs $39.99 on Steam (USD). The average Coilr player has put 32 hours in, about 1.25 per hour.
Across 31 tracked owners on Coilr, the average playtime in Borderlands: The Pre-Sequel is about 32 hours.
Borderlands: The Pre-Sequel's player activity peaks around 20:00 UTC, which points to its largest audience being in the Americas region, an estimated 41% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)