
Yes. Players rate it highly.
The average Coilr player has put 4h into Bayonetta, and at $19.99 that's about 5.00 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
181
24h peak
181
Peak (tracked)
360
Coilr players
8
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
32,556
Pos / Neg
30,091 / 2,465
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$5.10
at $19.99
Avg playtime
4 h
across 8 players
Total tracked
31 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 8 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 Bayonetta 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 (~38%).
Players online by hour (UTC)
Busiest around 22:00 with about 278 people in game — 3.2× as many as at 09:00, the quietest hour.

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As of September 2026, about 181 people are playing Bayonetta on Steam right now, with a 24-hour peak of 181 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 4h into Bayonetta, and at $19.99 that's about 5.00 per hour. Steam reviews are very positive.
Bayonetta costs $19.99 on Steam (USD). The average Coilr player has put 4 hours in, about 5.00 per hour.
Across 8 tracked owners on Coilr, the average playtime in Bayonetta is about 4 hours.
Bayonetta's player activity peaks around 22:00 UTC, which points to its largest audience being in the Americas region, an estimated 38% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)