
Yes. It's free, and players rate it well.
The average Coilr player has put 90h into VRChat. Steam reviews are mostly 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
42,077
24h peak
52,443
Peak (tracked)
67,961
Coilr players
75
Positive
75%
Total reviews
267,971
Pos / Neg
201,425 / 66,546
Not enough dated reviews yet to chart a trend.
Coilr's own 0-100 score from players who own VRChat. A finer verdict than a thumbs up, independent of Steam reviews.
based on 2 verified owners · a verdict appears at 10
Played it? Score it 0-100. Only verified owners can rate.
What players actually get for the price, based on real tracked playtime.
Cost per hour
Free
Free to play
Avg playtime
90 h
across 75 players
Total tracked
6,756 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
9%
7 of 75 owners
Played last 7 days
5
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 VRChat is busiest each day. A rough estimate of the global playerbase from player-count patterns, not exact player locations.
Most active in Americas, but spread across regions.
Players online by hour (UTC)
Busiest around 15:00 with about 57,349 people in game — 1.6× as many as at 10:00, the quietest hour.
As of September 2026, about 42,077 people are playing VRChat on Steam right now, with a 24-hour peak of 52,443 concurrent players.
Yes, 9% of tracked VRChat owners on Coilr played it within the last two weeks, and roughly 42,077 players are online right now. (as of September 2026)
Yes. It's free, and players rate it well. The average Coilr player has put 90h into VRChat. Steam reviews are mostly positive.
Yes, VRChat is free to play on Steam.
Across 75 tracked owners on Coilr, the average playtime in VRChat is about 90 hours.
VRChat's player activity peaks around 15:00 UTC, which points to its largest audience being in the Americas region, an estimated 34% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)