
Yes — players rate it highly.
The average Coilr player has put 18h into Evolve Stage 2. Steam reviews are mostly positive. Recent reviews are trending up — 85% positive lately vs 70% all-time.
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
6
24h peak
13
Peak (tracked)
23
Coilr players
9
Positive
70%
Total reviews
48,247
Pos / Neg
33,821 / 14,426
% positive by month
Coilr's own 0–100 score from players who own Evolve Stage 2 — a finer verdict than a thumbs up, independent of Steam reviews.
No scores yet — be the first verified owner to rate Evolve Stage 2.
Played it? Score it 0–100 — only verified owners can rate.
Reported by players who own Evolve Stage 2 — not estimated from playtime, which idle hours and multiplayer inflate.
Main Story
—
no reports yet
Main + Extras
—
no reports yet
Completionist
—
no reports yet
Beat this game? Submit your time — only verified owners can report.
How many tracked owners still play — something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 9 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 Evolve Stage 2 is busiest each day (UTC) — 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) · peak 02:00 UTC
As of July 2026, about 6 people are playing Evolve Stage 2 on Steam right now, with a 24-hour peak of 13 concurrent players.
Yes — players rate it highly. The average Coilr player has put 18h into Evolve Stage 2. Steam reviews are mostly positive. Recent reviews are trending up — 85% positive lately vs 70% all-time.
Across 9 tracked owners on Coilr, the average playtime in Evolve Stage 2 is about 18 hours.
Evolve Stage 2's player activity peaks around 02:00 UTC, which points to its largest audience being in the Americas region — an estimated 42% of active players — followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)