
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 71h into Monster Hunter: World, and at $29.99 that's about 0.42 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
7,801
24h peak
23,421
Peak (tracked)
50,687
Coilr players
48
Positive
89%
Total reviews
516,022
Pos / Neg
458,169 / 57,853
Not enough dated reviews yet to chart a trend.
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.424
at $29.99
Avg playtime
71 h
across 48 players
Total tracked
3,394 h
No verified owner has reported a time for Monster Hunter: World yet.
Sign in to be the firstHow many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 48 owners
Played last 7 days
1
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 Monster Hunter: World 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 (~45%).
Players online by hour (UTC)
Busiest around 14:00 with about 25,817 people in game — 3.7× as many as at 23:00, the quietest hour.

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As of August 2026, about 7,801 people are playing Monster Hunter: World on Steam right now, with a 24-hour peak of 23,421 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 71h into Monster Hunter: World, and at $29.99 that's about 0.42 per hour. Steam reviews are very positive.
Monster Hunter: World costs $29.99 on Steam (USD). The average Coilr player has put 71 hours in, about 0.42 per hour.
Across 48 tracked owners on Coilr, the average playtime in Monster Hunter: World is about 71 hours.
Monster Hunter: World's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 45% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)