
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 27h into For The King, and at $19.99 that's about 0.74 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
259
24h peak
672
Peak (tracked)
1,693
Coilr players
18
Positive
88%
Total reviews
43,747
Pos / Neg
38,374 / 5,373
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.737
at $19.99
Avg playtime
27 h
across 18 players
Total tracked
488 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
6%
1 of 18 owners
Played last 7 days
0
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 For The King 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 (~35%).
Players online by hour (UTC)
Busiest around 14:00 with about 1,045 people in game — 3.1× as many as at 00:00, the quietest hour.

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As of September 2026, about 259 people are playing For The King on Steam right now, with a 24-hour peak of 672 concurrent players.
Yes, 6% of tracked For The King owners on Coilr played it within the last two weeks, and roughly 259 players are online right now. (as of September 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 27h into For The King, and at $19.99 that's about 0.74 per hour. Steam reviews are very positive.
For The King costs $19.99 on Steam (USD). The average Coilr player has put 27 hours in, about 0.74 per hour.
Across 18 tracked owners on Coilr, the average playtime in For The King is about 27 hours.
For The King's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 35% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)