
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 3h into Cyberhunt, and at $0.49 that's about 0.16 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
20
24h peak
62
Peak (tracked)
555
Coilr players
3
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
85%
Total reviews
2,923
Pos / Neg
2,482 / 441
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.187
at $0.49
Avg playtime
3 h
across 3 players
Total tracked
8 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 3 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 Cyberhunt 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 (~39%).
Players online by hour (UTC)
Busiest around 21:00 with about 444 people in game — 26.1× as many as at 19:00, the quietest hour.

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As of September 2026, about 20 people are playing Cyberhunt on Steam right now, with a 24-hour peak of 62 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 3h into Cyberhunt, and at $0.49 that's about 0.16 per hour. Steam reviews are very positive.
Cyberhunt costs $0.49 on Steam (USD). The average Coilr player has put 3 hours in, about 0.16 per hour.
Cyberhunt's player activity peaks around 21:00 UTC, which points to its largest audience being in the Americas region, an estimated 39% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)