
0
playing on Steam now·
0
24-hour peak
All-time peak 11 in Aug 2026
On Steam, very nearly.
Nobody is playing Touch of Madness on Steam at this moment. The most Coilr has recorded at once is 11 in August 2026; right now is under 1% of that. These are Steam players only: a game that also runs on its own launcher or on console has players this cannot see.
30-day average
0
players at once, on Steam
Steam reviews
100%
Very Positive
Average playtime
—
Coilr players
Coilr players
0
who own it
Latest reading · average in view 0
This game's player count is measured about every 23 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.
Average and peak players on Steam at the same time, each month since Coilr started tracking Touch of Madness. The change is against the month before.
| Month | Avg. players | Change | Peak players |
|---|---|---|---|
| Sep 2026 (so far) | 0 | −3 | 1 |
| Aug 2026 (from first reading) | 3 | — | 11 |
Positive
100%
Total reviews
82
Pos / Neg
82 / 0
% positive by month
No verified owner has reported a time for Touch of Madness yet.
Sign in to be the firstHow many tracked owners still play, something raw concurrent counts can't tell you.
Not enough Coilr players tracking this game yet.
Country distribution of Coilr players who own this game.
Not enough location data yet.
Inferred from when Touch of Madness 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 Asia-Pacific (~75%).
Peak 10:00 UTC
On Steam, very nearly. Nobody is playing Touch of Madness on Steam at this moment. The most Coilr has recorded at once is 11 in August 2026; right now is under 1% of that. These are Steam players only: a game that also runs on its own launcher or on console has players this cannot see.
Touch of Madness's player activity peaks around 10:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 75% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)