
Well-reviewed overall, but recent reviews have dipped, so check what changed first.
The average Coilr player has put 656h into Dota 2. Steam reviews are very positive. Heads-up: recent reviews are 65% positive, 16 points below its all-time 81%, so something may have changed lately.
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
447,565
24h peak
917,705
Peak (tracked)
1,003,965
Coilr players
45
Positive
81%
Total reviews
2,767,178
Pos / Neg
2,228,658 / 538,520
Not enough dated reviews yet to chart a trend.
What players actually get for the price, based on real tracked playtime.
Cost per hour
Free
Free to play
Avg playtime
656 h
across 45 players
Total tracked
29,522 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 45 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 Dota 2 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 (~33%).
Players online by hour (UTC)
Busiest around 14:00 with about 845,671 people in game — 2.0× as many as at 01:00, the quietest hour.
As of August 2026, about 447,565 people are playing Dota 2 on Steam right now, with a 24-hour peak of 917,705 concurrent players.
Well-reviewed overall, but recent reviews have dipped, so check what changed first. The average Coilr player has put 656h into Dota 2. Steam reviews are very positive. Heads-up: recent reviews are 65% positive, 16 points below its all-time 81%, so something may have changed lately.
Yes, Dota 2 is free to play on Steam.
Across 45 tracked owners on Coilr, the average playtime in Dota 2 is about 656 hours.
Dota 2's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 33% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)