
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 13h into Super Meat Boy, and at $2.39 that's about 0.18 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
96
24h peak
172
Peak (tracked)
233
Coilr players
34
Positive
94%
Total reviews
39,096
Pos / Neg
36,808 / 2,288
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.190
at $2.39
Avg playtime
13 h
across 34 players
Total tracked
427 h
No verified owner has reported a time for Super Meat Boy yet.
Sign in to be the firstHow many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
3%
1 of 34 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 Super Meat Boy 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 (~32%).
Players online by hour (UTC)
Busiest around 19:00 with about 139 people in game — 2.4× as many as at 07:00, the quietest hour.

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As of August 2026, about 96 people are playing Super Meat Boy on Steam right now, with a 24-hour peak of 172 concurrent players.
Yes, 3% of tracked Super Meat Boy owners on Coilr played it within the last two weeks, and roughly 96 players are online right now. (as of August 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 13h into Super Meat Boy, and at $2.39 that's about 0.18 per hour. Steam reviews are very positive.
Super Meat Boy costs $2.39 on Steam (USD). The average Coilr player has put 13 hours in, about 0.18 per hour.
Across 34 tracked owners on Coilr, the average playtime in Super Meat Boy is about 13 hours.
Super Meat Boy's player activity peaks around 19:00 UTC, which points to its largest audience being in the Americas region, an estimated 32% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)