
Yes. Players rate it highly.
The average Coilr player has put 4h into DUSK, and at $19.99 that's about 5.00 per hour. Steam reviews are overwhelmingly 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
28
24h peak
33
Peak (tracked)
82
Coilr players
10
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
97%
Total reviews
25,476
Pos / Neg
24,698 / 778
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$5.08
at $19.99
Avg playtime
4 h
across 10 players
Total tracked
39 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 10 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 DUSK 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 17:00 with about 56 people in game — 3.3× as many as at 09:00, the quietest hour.
As of September 2026, about 28 people are playing DUSK on Steam right now, with a 24-hour peak of 33 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 4h into DUSK, and at $19.99 that's about 5.00 per hour. Steam reviews are overwhelmingly positive.
DUSK costs $19.99 on Steam (USD). The average Coilr player has put 4 hours in, about 5.00 per hour.
Across 10 tracked owners on Coilr, the average playtime in DUSK is about 4 hours.
DUSK's player activity peaks around 17:00 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.)