
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 166h into Squad, and at $39.99 that's about 0.24 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
12,272
24h peak
13,591
Peak (tracked)
22,254
Coilr players
29
Positive
81%
Total reviews
242,600
Pos / Neg
197,097 / 45,503
Not enough dated reviews yet to chart a trend.
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.241
at $39.99
Avg playtime
166 h
across 29 players
Total tracked
4,816 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
7%
2 of 29 owners
Played last 7 days
1
Hours trend (2wk)
▲ Rising
Last time owners played
Hours played per day (Coilr owners, 90d)
Country distribution of Coilr players who own this game.
Inferred from when Squad 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 (~36%).
Players online by hour (UTC)
Busiest around 14:00 with about 17,154 people in game — 2.1× as many as at 00:00, the quietest hour.

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As of September 2026, about 12,272 people are playing Squad on Steam right now, with a 24-hour peak of 13,591 concurrent players.
Yes, 7% of tracked Squad owners on Coilr played it within the last two weeks, and roughly 12,272 players are online right now. (as of September 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 166h into Squad, and at $39.99 that's about 0.24 per hour. Steam reviews are very positive.
Squad costs $39.99 on Steam (USD). The average Coilr player has put 166 hours in, about 0.24 per hour.
Across 29 tracked owners on Coilr, the average playtime in Squad is about 166 hours.
Squad's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 36% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)