
Yes. Players rate it highly.
The average Coilr player has put 4h into Moonlighter, and at $19.99 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
871
24h peak
1,313
Peak (tracked)
14,216
Coilr players
28
Positive
81%
Total reviews
24,008
Pos / Neg
19,556 / 4,452
Not enough dated reviews yet to chart a trend.
What players actually get for the price, based on real tracked playtime.
Cost per hour
$4.78
at $19.99
Avg playtime
4 h
across 28 players
Total tracked
117 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
7%
2 of 28 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 Moonlighter 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 (~39%).
Players online by hour (UTC)
Busiest around 14:00 with about 3,817 people in game — 1.9× as many as at 00:00, the quietest hour.

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As of September 2026, about 871 people are playing Moonlighter on Steam right now, with a 24-hour peak of 1,313 concurrent players.
Yes, 7% of tracked Moonlighter owners on Coilr played it within the last two weeks, and roughly 871 players are online right now. (as of September 2026)
Yes. Players rate it highly. The average Coilr player has put 4h into Moonlighter, and at $19.99 that's about 5.00 per hour. Steam reviews are very positive.
Moonlighter costs $19.99 on Steam (USD). The average Coilr player has put 4 hours in, about 5.00 per hour.
Across 28 tracked owners on Coilr, the average playtime in Moonlighter is about 4 hours.
Moonlighter's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 39% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)