
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 12h into Splendor, and at $1.99 that's about 0.17 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
45
24h peak
45
Peak (tracked)
91
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
79%
Total reviews
1,503
Pos / Neg
1,189 / 314
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.162
at $1.99
Avg playtime
12 h
across 4 players
Total tracked
49 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 Splendor 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 (~31%).
Players online by hour (UTC)
Busiest around 16:00 with about 70 people in game — 1.9× as many as at 07:00, the quietest hour.

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As of September 2026, about 45 people are playing Splendor on Steam right now, with a 24-hour peak of 45 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 12h into Splendor, and at $1.99 that's about 0.17 per hour. Steam reviews are mostly positive.
Splendor costs $1.99 on Steam (USD). The average Coilr player has put 12 hours in, about 0.17 per hour.
Splendor's player activity peaks around 16:00 UTC, which points to its largest audience being in the Americas region, an estimated 31% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)