
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 109h into Stellaris, and at $49.99 that's about 0.46 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
11,640
24h peak
13,160
Peak (tracked)
19,071
Coilr players
45
Positive
86%
Total reviews
196,910
Pos / Neg
168,876 / 28,034
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.458
at $49.99
Avg playtime
109 h
across 45 players
Total tracked
4,908 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
2%
1 of 45 owners
Played last 7 days
0
Hours trend (2wk)
▲ Rising
Last time owners played
Hours played per day (Coilr owners, 90d)
Country distribution of Coilr players who own this game.
Inferred from when Stellaris is busiest each day. A rough estimate of the global playerbase from player-count patterns, not exact player locations.
Most active in Asia-Pacific, but spread across regions.
Players online by hour (UTC)
Busiest around 15:00 with about 13,603 people in game — 1.6× as many as at 00:00, the quietest hour.
As of September 2026, about 11,640 people are playing Stellaris on Steam right now, with a 24-hour peak of 13,160 concurrent players.
Yes, 2% of tracked Stellaris owners on Coilr played it within the last two weeks, and roughly 11,640 players are online right now. (as of September 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 109h into Stellaris, and at $49.99 that's about 0.46 per hour. Steam reviews are very positive.
Stellaris costs $49.99 on Steam (USD). The average Coilr player has put 109 hours in, about 0.46 per hour.
Across 45 tracked owners on Coilr, the average playtime in Stellaris is about 109 hours.
Stellaris's player activity peaks around 15:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 31% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)