
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 757h into Watch_Dogs® 2, and at $49.99 that's about 0.07 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
1,633
24h peak
2,591
Peak (tracked)
13,803
Coilr players
29
Positive
82%
Total reviews
101,683
Pos / Neg
83,512 / 18,171
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.066
at $49.99
Avg playtime
757 h
across 29 players
Total tracked
21,956 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
7%
2 of 29 owners
Played last 7 days
1
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 Watch_Dogs® 2 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 Asia-Pacific (~45%).
Players online by hour (UTC)
Busiest around 14:00 with about 3,112 people in game — 2.7× as many as at 00:00, the quietest hour.
As of September 2026, about 1,633 people are playing Watch_Dogs® 2 on Steam right now, with a 24-hour peak of 2,591 concurrent players.
Yes, 7% of tracked Watch_Dogs® 2 owners on Coilr played it within the last two weeks, and roughly 1,633 players are online right now. (as of September 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 757h into Watch_Dogs® 2, and at $49.99 that's about 0.07 per hour. Steam reviews are very positive.
Watch_Dogs® 2 costs $49.99 on Steam (USD). The average Coilr player has put 757 hours in, about 0.07 per hour.
Across 29 tracked owners on Coilr, the average playtime in Watch_Dogs® 2 is about 757 hours.
Watch_Dogs® 2's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 45% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)