
Yes. Players rate it highly.
The average Coilr player has put 6h into TUNIC, and at $29.99 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
182
24h peak
217
Peak (tracked)
406
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
91%
Total reviews
18,492
Pos / Neg
16,851 / 1,641
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$5.25
at $29.99
Avg playtime
6 h
across 10 players
Total tracked
57 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 TUNIC 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 (~35%).
Players online by hour (UTC)
Busiest around 20:00 with about 386 people in game — 3.5× as many as at 08:00, the quietest hour.

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As of September 2026, about 182 people are playing TUNIC on Steam right now, with a 24-hour peak of 217 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 6h into TUNIC, and at $29.99 that's about 5.00 per hour. Steam reviews are very positive.
TUNIC costs $29.99 on Steam (USD). The average Coilr player has put 6 hours in, about 5.00 per hour.
Across 10 tracked owners on Coilr, the average playtime in TUNIC is about 6 hours.
TUNIC's player activity peaks around 20:00 UTC, which points to its largest audience being in the Americas region, an estimated 35% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)