
2
playing on Steam now·
2
24-hour peak
All-time peak 2 in Oct 2026·30 days −70%
On Steam, very nearly.
Only 2 people are playing Master Foot on Steam right now. These are Steam players only: a game that also runs on its own launcher or on console has players this cannot see.
Latest reading · average in view 0
This game's player count is measured about every 23 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.
30-day average
0
players at once, on Steam
Steam reviews
100%
2 user reviews
Average playtime
—
Coilr players
Coilr players
0
who own it
Average and peak players on Steam at the same time, each month since Coilr started tracking Master Foot. The change is against the month before.
| Month | Avg. players | Change | Peak players |
|---|---|---|---|
| Oct 2026 (so far) | 0 | +0 | 2 |
| Sep 2026 | 0 | +0 | 1 |
| Aug 2026 (from first reading) | 0 | — | 1 |
Positive
100%
Total reviews
2
Pos / Neg
2 / 0
Not enough dated reviews yet to chart a trend.
How many tracked owners still play, something raw concurrent counts can't tell you.
Not enough Coilr players tracking this game yet.
Country distribution of Coilr players who own this game.
Not enough location data yet.
Inferred from when Master Foot 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 (~46%).
Peak 01:00 UTC
In October 2026, Coilr counted about 2 people playing Master Foot on Steam at once. The most Coilr has recorded at once is 2 in October 2026.
On Steam, very nearly. In October 2026, Coilr counted 2 people playing Master Foot on Steam at once. These are Steam players only: a game that also runs on its own launcher or on console has players this cannot see.
Master Foot's player activity peaks around 01:00 UTC, which points to its largest audience being in the Americas region, an estimated 46% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)