
Yes. Players rate it highly.
The average Coilr player has put 2h into TIS-100, and at $6.99 that's about 3.50 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
22
24h peak
24
Peak (tracked)
32
Coilr players
6
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
97%
Total reviews
4,105
Pos / Neg
3,971 / 134
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$3.74
at $6.99
Avg playtime
2 h
across 6 players
Total tracked
11 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 6 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 TIS-100 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 20:00 with about 29 people in game — 2.4× as many as at 02:00, the quietest hour.
As of September 2026, about 22 people are playing TIS-100 on Steam right now, with a 24-hour peak of 24 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 2h into TIS-100, and at $6.99 that's about 3.50 per hour. Steam reviews are overwhelmingly positive.
TIS-100 costs $6.99 on Steam (USD). The average Coilr player has put 2 hours in, about 3.50 per hour.
Across 6 tracked owners on Coilr, the average playtime in TIS-100 is about 2 hours.
TIS-100's player activity peaks around 20:00 UTC, which points to its largest audience being in the Europe & Africa region, an estimated 30% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)