
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 22h into Rise of the Tomb Raider™, and at $4.49 that's about 0.20 per hour. Steam reviews are very 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
1,183
24h peak
3,325
Peak (tracked)
3,892
Coilr players
20
Positive
94%
Total reviews
155,323
Pos / Neg
146,270 / 9,053
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.201
at $4.49
Avg playtime
22 h
across 20 players
Total tracked
447 h
No verified owner has reported a time for Rise of the Tomb Raider™ 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 Rise of the Tomb Raider™ 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 (~44%).
Players online by hour (UTC)
Busiest around 14:00 with about 2,462 people in game — 2.8× as many as at 00:00, the quietest hour.

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As of September 2026, about 1,183 people are playing Rise of the Tomb Raider™ on Steam right now, with a 24-hour peak of 3,325 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 22h into Rise of the Tomb Raider™, and at $4.49 that's about 0.20 per hour. Steam reviews are very positive.
Rise of the Tomb Raider™ costs $4.49 on Steam (USD). The average Coilr player has put 22 hours in, about 0.20 per hour.
Across 20 tracked owners on Coilr, the average playtime in Rise of the Tomb Raider™ is about 22 hours.
Rise of the Tomb Raider™'s player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 44% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)