
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 7h into DEAD RISING®, and at $9.99 that's about 1.43 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
34
24h peak
37
Peak (tracked)
86
Coilr players
10
This game's player count is measured about every 10 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.
Positive
88%
Total reviews
7,258
Pos / Neg
6,407 / 851
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.49
at $9.99
Avg playtime
7 h
across 10 players
Total tracked
67 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 10 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 DEAD RISING® 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 (~50%).
Players online by hour (UTC)
Busiest around 21:00 with about 59 people in game — 2.3× as many as at 08:00, the quietest hour.

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As of September 2026, about 34 people are playing DEAD RISING® on Steam right now, with a 24-hour peak of 37 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 7h into DEAD RISING®, and at $9.99 that's about 1.43 per hour. Steam reviews are very positive.
DEAD RISING® costs $9.99 on Steam (USD). The average Coilr player has put 7 hours in, about 1.43 per hour.
Across 10 tracked owners on Coilr, the average playtime in DEAD RISING® is about 7 hours.
DEAD RISING®'s player activity peaks around 21:00 UTC, which points to its largest audience being in the Americas region, an estimated 50% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)