
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 14h into Frostpunk, and at $29.99 that's about 2.14 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
1,184
24h peak
2,217
Peak (tracked)
3,680
Coilr players
36
Positive
93%
Total reviews
137,112
Pos / Neg
127,152 / 9,960
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$2.14
at $29.99
Avg playtime
14 h
across 36 players
Total tracked
503 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
3%
1 of 36 owners
Played last 7 days
1
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 Frostpunk 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 (~40%).
Players online by hour (UTC)
Busiest around 14:00 with about 2,429 people in game — 2.4× as many as at 00:00, the quietest hour.

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As of September 2026, about 1,184 people are playing Frostpunk on Steam right now, with a 24-hour peak of 2,217 concurrent players.
Yes, 3% of tracked Frostpunk owners on Coilr played it within the last two weeks, and roughly 1,184 players are online right now. (as of September 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 14h into Frostpunk, and at $29.99 that's about 2.14 per hour. Steam reviews are very positive.
Frostpunk costs $29.99 on Steam (USD). The average Coilr player has put 14 hours in, about 2.14 per hour.
Across 36 tracked owners on Coilr, the average playtime in Frostpunk is about 14 hours.
Frostpunk's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 40% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)