
Worth it if you'll put real hours in.
The average Coilr player has put 1h into Worms Crazy Golf, and at $9.99 that's about 9.99 per hour. Steam reviews are mostly 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
0
24h peak
0
Peak (tracked)
4
Coilr players
6
This game's player count is measured about every 22 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
80%
Total reviews
777
Pos / Neg
619 / 158
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$9.37
at $9.99
Avg playtime
1 h
across 6 players
Total tracked
6 h
No verified owner has reported a time for Worms Crazy Golf 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 6 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 Worms Crazy Golf 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 (~35%).
Players online by hour (UTC)
Busiest around 01:00 with about 2 people in game — 2.0× as many as at 23:00, the quietest hour.
Worth it if you'll put real hours in. The average Coilr player has put 1h into Worms Crazy Golf, and at $9.99 that's about 9.99 per hour. Steam reviews are mostly positive.
Worms Crazy Golf costs $9.99 on Steam (USD). The average Coilr player has put 1 hours in, about 9.99 per hour.
Across 6 tracked owners on Coilr, the average playtime in Worms Crazy Golf is about 1 hours.
Worms Crazy Golf's player activity peaks around 01:00 UTC, which points to its largest audience being in the Americas region, an estimated 35% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)