
Worth it if you'll put real hours in.
The average Coilr player has put 7h into Half-Life: Alyx, and at $59.99 that's about 8.57 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
290
24h peak
296
Peak (tracked)
467
Coilr players
25
Positive
98%
Total reviews
105,081
Pos / Neg
103,251 / 1,830
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$8.49
at $59.99
Avg playtime
7 h
across 25 players
Total tracked
177 h
No verified owner has reported a time for Half-Life: Alyx yet.
Sign in to be the firstHow many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
4%
1 of 25 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 Half-Life: Alyx 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 Europe & Africa (~30%).
Players online by hour (UTC)
Busiest around 19:00 with about 319 people in game — 2.3× as many as at 06:00, the quietest hour.
As of September 2026, about 290 people are playing Half-Life: Alyx on Steam right now, with a 24-hour peak of 296 concurrent players.
Yes, 4% of tracked Half-Life: Alyx owners on Coilr played it within the last two weeks, and roughly 290 players are online right now. (as of September 2026)
Worth it if you'll put real hours in. The average Coilr player has put 7h into Half-Life: Alyx, and at $59.99 that's about 8.57 per hour. Steam reviews are overwhelmingly positive.
Half-Life: Alyx costs $59.99 on Steam (USD). The average Coilr player has put 7 hours in, about 8.57 per hour.
Across 25 tracked owners on Coilr, the average playtime in Half-Life: Alyx is about 7 hours.
Half-Life: Alyx's player activity peaks around 19:00 UTC, which points to its largest audience being in the Europe & Africa region, an estimated 30% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)