
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 80h into Victoria II, and at $19.99 that's about 0.25 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
323
24h peak
323
Peak (tracked)
642
Coilr players
6
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
92%
Total reviews
20,017
Pos / Neg
18,446 / 1,571
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.249
at $19.99
Avg playtime
80 h
across 6 players
Total tracked
481 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 6 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 Victoria II 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 (~40%).
Players online by hour (UTC)
Busiest around 21:00 with about 606 people in game — 3.3× as many as at 07:00, the quietest hour.

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As of September 2026, about 323 people are playing Victoria II on Steam right now, with a 24-hour peak of 323 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 80h into Victoria II, and at $19.99 that's about 0.25 per hour. Steam reviews are very positive.
Victoria II costs $19.99 on Steam (USD). The average Coilr player has put 80 hours in, about 0.25 per hour.
Across 6 tracked owners on Coilr, the average playtime in Victoria II is about 80 hours.
Victoria II's player activity peaks around 21:00 UTC, which points to its largest audience being in the Americas region, an estimated 40% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)