
Yes. Players rate it highly.
The average Coilr player has put 6h into Trine 2: Complete Story, and at $19.99 that's about 3.33 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
12
24h peak
53
Peak (tracked)
95
Coilr players
20
Positive
95%
Total reviews
22,041
Pos / Neg
20,997 / 1,044
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$3.21
at $19.99
Avg playtime
6 h
across 20 players
Total tracked
125 h
No verified owner has reported a time for Trine 2: Complete Story 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 2: Complete Story 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 (~30%).
Players online by hour (UTC)
Busiest around 19:00 with about 54 people in game — 3.4× as many as at 06:00, the quietest hour.

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As of September 2026, about 12 people are playing Trine 2: Complete Story on Steam right now, with a 24-hour peak of 53 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 6h into Trine 2: Complete Story, and at $19.99 that's about 3.33 per hour. Steam reviews are overwhelmingly positive.
Trine 2: Complete Story costs $19.99 on Steam (USD). The average Coilr player has put 6 hours in, about 3.33 per hour.
Across 20 tracked owners on Coilr, the average playtime in Trine 2: Complete Story is about 6 hours.
Trine 2: Complete Story's player activity peaks around 19:00 UTC, which points to its largest audience being in the Europe & Africa region, an estimated 30% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)