
Yes. Players rate it highly.
The average Coilr player has put 7h into Higurashi When They Cry Hou - Ch.1 Onikakushi. 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
36
24h peak
49
Peak (tracked)
78
Coilr players
3
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
96%
Total reviews
6,773
Pos / Neg
6,531 / 242
% positive by month
No verified owner has scored Higurashi When They Cry Hou - Ch.1 Onikakushi yet.
Sign in to be the firstNo verified owner has reported a time for Higurashi When They Cry Hou - Ch.1 Onikakushi 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 3 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 Higurashi When They Cry Hou - Ch.1 Onikakushi 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 Asia-Pacific (~31%).
Players online by hour (UTC)
Busiest around 13:00 with about 65 people in game — 1.9× as many as at 04:00, the quietest hour.

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As of September 2026, about 36 people are playing Higurashi When They Cry Hou - Ch.1 Onikakushi on Steam right now, with a 24-hour peak of 49 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 7h into Higurashi When They Cry Hou - Ch.1 Onikakushi. Steam reviews are overwhelmingly positive.
Higurashi When They Cry Hou - Ch.1 Onikakushi's player activity peaks around 13:00 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.)