
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 14h into ATLYSS, and at $9.99 that's about 0.71 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
157
24h peak
332
Peak (tracked)
402
Coilr players
9
This game's player count is measured about every 10 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
97%
Total reviews
22,984
Pos / Neg
22,250 / 734
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.714
at $9.99
Avg playtime
14 h
across 9 players
Total tracked
126 h
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 ATLYSS 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 (~51%).
Players online by hour (UTC)
Busiest around 03:00 with about 383 people in game — 2.6× as many as at 11:00, the quietest hour.

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As of September 2026, about 157 people are playing ATLYSS on Steam right now, with a 24-hour peak of 332 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 14h into ATLYSS, and at $9.99 that's about 0.71 per hour. Steam reviews are overwhelmingly positive.
ATLYSS costs $9.99 on Steam (USD). The average Coilr player has put 14 hours in, about 0.71 per hour.
Across 9 tracked owners on Coilr, the average playtime in ATLYSS is about 14 hours.
ATLYSS's player activity peaks around 03:00 UTC, which points to its largest audience being in the Americas region, an estimated 51% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)