
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 10h into STRAFE: Gold Edition, and at $14.99 that's about 1.50 per hour. 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
0
24h peak
0
Peak (tracked)
4
Coilr players
4
This game's player count is measured about every 22 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
72%
Total reviews
2,453
Pos / Neg
1,764 / 689
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.47
at $14.99
Avg playtime
10 h
across 4 players
Total tracked
41 h
No verified owner has reported a time for STRAFE: Gold Edition yet.
Sign in to be the firstHow many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 4 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 STRAFE: Gold Edition 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 (~33%).
Players online by hour (UTC)
Busiest around 11:00 with about 4 people in game — 3.5× as many as at 04:00, the quietest hour.

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Yes. Strong reviews and great value for the hours. The average Coilr player has put 10h into STRAFE: Gold Edition, and at $14.99 that's about 1.50 per hour. Steam reviews are mostly positive.
STRAFE: Gold Edition costs $14.99 on Steam (USD). The average Coilr player has put 10 hours in, about 1.50 per hour.
STRAFE: Gold Edition's player activity peaks around 11:00 UTC, which points to its largest audience being in the Americas region, an estimated 33% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)