
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 26h into The Evil Within 2, and at $39.99 that's about 1.54 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
82
24h peak
183
Peak (tracked)
345
Coilr players
4
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
92%
Total reviews
30,974
Pos / Neg
28,519 / 2,455
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$1.56
at $39.99
Avg playtime
26 h
across 4 players
Total tracked
103 h
No verified owner has reported a time for The Evil Within 2 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 4 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 The Evil Within 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 285 people in game — 3.6× as many as at 01:00, the quietest hour.

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As of September 2026, about 82 people are playing The Evil Within 2 on Steam right now, with a 24-hour peak of 183 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 26h into The Evil Within 2, and at $39.99 that's about 1.54 per hour. Steam reviews are very positive.
The Evil Within 2 costs $39.99 on Steam (USD). The average Coilr player has put 26 hours in, about 1.54 per hour.
The Evil Within 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 Americas. (Estimated from global player-count patterns, not exact player locations.)