
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 4h into Layers of Fear (2016), and at $1.99 that's about 0.50 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
67
24h peak
104
Peak (tracked)
131
Coilr players
9
Positive
88%
Total reviews
27,683
Pos / Neg
24,469 / 3,214
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.480
at $1.99
Avg playtime
4 h
across 9 players
Total tracked
37 h
No verified owner has reported a time for Layers of Fear (2016) 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 9 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 Layers of Fear (2016) 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 67 people in game — 3.2× as many as at 00:00, the quietest hour.

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As of September 2026, about 67 people are playing Layers of Fear (2016) on Steam right now, with a 24-hour peak of 104 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 4h into Layers of Fear (2016), and at $1.99 that's about 0.50 per hour. Steam reviews are very positive.
Layers of Fear (2016) costs $1.99 on Steam (USD). The average Coilr player has put 4 hours in, about 0.50 per hour.
Across 9 tracked owners on Coilr, the average playtime in Layers of Fear (2016) is about 4 hours.
Layers of Fear (2016)'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.)