
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 3h into Trine Enchanted Edition, and at $2.99 that's about 1.00 per hour. 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
19
24h peak
52
Peak (tracked)
85
Coilr players
20
Positive
96%
Total reviews
15,947
Pos / Neg
15,246 / 701
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.884
at $2.99
Avg playtime
3 h
across 20 players
Total tracked
68 h
No verified owner has reported a time for Trine Enchanted Edition 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 20 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 Trine Enchanted Edition 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 Europe & Africa (~32%).
Players online by hour (UTC)
Busiest around 19:00 with about 42 people in game — 3.8× as many as at 06:00, the quietest hour.

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As of September 2026, about 19 people are playing Trine Enchanted Edition on Steam right now, with a 24-hour peak of 52 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 3h into Trine Enchanted Edition, and at $2.99 that's about 1.00 per hour. Steam reviews are overwhelmingly positive.
Trine Enchanted Edition costs $2.99 on Steam (USD). The average Coilr player has put 3 hours in, about 1.00 per hour.
Across 20 tracked owners on Coilr, the average playtime in Trine Enchanted Edition is about 3 hours.
Trine Enchanted Edition's player activity peaks around 19:00 UTC, which points to its largest audience being in the Europe & Africa region, an estimated 32% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)