
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 43h into Raft, and at $19.99 that's about 0.46 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
5,699
24h peak
14,785
Peak (tracked)
22,226
Coilr players
52
Positive
93%
Total reviews
377,601
Pos / Neg
351,171 / 26,430
Not enough dated reviews yet to chart a trend.
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.460
at $19.99
Avg playtime
43 h
across 52 players
Total tracked
2,258 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
2%
1 of 52 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 Raft 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 (~38%).
Players online by hour (UTC)
Busiest around 14:00 with about 11,654 people in game — 2.9× as many as at 00:00, the quietest hour.

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As of September 2026, about 5,699 people are playing Raft on Steam right now, with a 24-hour peak of 14,785 concurrent players.
Yes, 2% of tracked Raft owners on Coilr played it within the last two weeks, and roughly 5,699 players are online right now. (as of September 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 43h into Raft, and at $19.99 that's about 0.46 per hour. Steam reviews are very positive.
Raft costs $19.99 on Steam (USD). The average Coilr player has put 43 hours in, about 0.46 per hour.
Across 52 tracked owners on Coilr, the average playtime in Raft is about 43 hours.
Raft's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 38% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)