
Yes. It's free, and players rate it well.
The average Coilr player has put 2h into Google Earth VR. 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
27
24h peak
27
Peak (tracked)
64
Coilr players
11
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
94%
Total reviews
4,146
Pos / Neg
3,906 / 240
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
Free
Free to play
Avg playtime
2 h
across 11 players
Total tracked
18 h
No verified owner has reported a time for Google Earth VR 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 11 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 Google Earth VR 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 (~35%).
Players online by hour (UTC)
Busiest around 09:00 with about 32 people in game — 2.3× as many as at 12:00, the quietest hour.
As of September 2026, about 27 people are playing Google Earth VR on Steam right now, with a 24-hour peak of 27 concurrent players.
Yes. It's free, and players rate it well. The average Coilr player has put 2h into Google Earth VR. Steam reviews are very positive.
Yes, Google Earth VR is free to play on Steam.
Across 11 tracked owners on Coilr, the average playtime in Google Earth VR is about 2 hours.
Google Earth VR's player activity peaks around 09:00 UTC, which points to its largest audience being in the Americas region, an estimated 35% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)