
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 5h into Mini Ninjas, and at $9.99 that's about 2.00 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
17
24h peak
17
Peak (tracked)
24
Coilr players
7
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
90%
Total reviews
4,816
Pos / Neg
4,322 / 494
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.98
at $9.99
Avg playtime
5 h
across 7 players
Total tracked
35 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 7 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 Mini Ninjas 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 (~34%).
Players online by hour (UTC)
Busiest around 16:00 with about 17 people in game — 4.3× as many as at 01:00, the quietest hour.
As of September 2026, about 17 people are playing Mini Ninjas on Steam right now, with a 24-hour peak of 17 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 5h into Mini Ninjas, and at $9.99 that's about 2.00 per hour. Steam reviews are very positive.
Mini Ninjas costs $9.99 on Steam (USD). The average Coilr player has put 5 hours in, about 2.00 per hour.
Across 7 tracked owners on Coilr, the average playtime in Mini Ninjas is about 5 hours.
Mini Ninjas's player activity peaks around 16:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 34% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)