
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 2h into UBERMOSH, and at $0.49 that's about 0.24 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
129
24h peak
328
Peak (tracked)
1,927
Coilr players
4
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
92%
Total reviews
9,035
Pos / Neg
8,354 / 681
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.309
at $0.49
Avg playtime
2 h
across 4 players
Total tracked
6 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 4 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 UBERMOSH 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 (~41%).
Players online by hour (UTC)
Busiest around 00:00 with about 773 people in game — 24.9× as many as at 21:00, the quietest hour.
As of September 2026, about 129 people are playing UBERMOSH on Steam right now, with a 24-hour peak of 328 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 2h into UBERMOSH, and at $0.49 that's about 0.24 per hour. Steam reviews are very positive.
UBERMOSH costs $0.49 on Steam (USD). The average Coilr player has put 2 hours in, about 0.24 per hour.
UBERMOSH's player activity peaks around 00:00 UTC, which points to its largest audience being in the Americas region, an estimated 41% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)