
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 107h into Elite Dangerous, and at $5.99 that's about 0.06 per hour. Steam reviews are mostly 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
6,750
24h peak
7,734
Peak (tracked)
7,734
Coilr players
26
Positive
77%
Total reviews
107,454
Pos / Neg
83,053 / 24,401
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.056
at $5.99
Avg playtime
107 h
across 26 players
Total tracked
2,789 h
No verified owner has reported a time for Elite Dangerous 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 26 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 Elite Dangerous 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 (~31%).
Players online by hour (UTC)
Busiest around 20:00 with about 5,419 people in game — 2.1× as many as at 07:00, the quietest hour.

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As of September 2026, about 6,750 people are playing Elite Dangerous on Steam right now, with a 24-hour peak of 7,734 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 107h into Elite Dangerous, and at $5.99 that's about 0.06 per hour. Steam reviews are mostly positive.
Elite Dangerous costs $5.99 on Steam (USD). The average Coilr player has put 107 hours in, about 0.06 per hour.
Across 26 tracked owners on Coilr, the average playtime in Elite Dangerous is about 107 hours.
Elite Dangerous's player activity peaks around 20:00 UTC, which points to its largest audience being in the Europe & Africa region, an estimated 31% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)