
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 54h into VTOL VR, and at $29.99 that's about 0.56 per hour. Steam reviews are overwhelmingly 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
208
24h peak
208
Peak (tracked)
217
Coilr players
7
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
98%
Total reviews
21,772
Pos / Neg
21,346 / 426
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.553
at $29.99
Avg playtime
54 h
across 7 players
Total tracked
380 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 7 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 VTOL VR 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 (~43%).
Players online by hour (UTC)
Busiest around 23:00 with about 212 people in game — 3.6× as many as at 08:00, the quietest hour.
As of September 2026, about 208 people are playing VTOL VR on Steam right now, with a 24-hour peak of 208 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 54h into VTOL VR, and at $29.99 that's about 0.56 per hour. Steam reviews are overwhelmingly positive.
VTOL VR costs $29.99 on Steam (USD). The average Coilr player has put 54 hours in, about 0.56 per hour.
Across 7 tracked owners on Coilr, the average playtime in VTOL VR is about 54 hours.
VTOL VR's player activity peaks around 23:00 UTC, which points to its largest audience being in the Americas region, an estimated 43% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)