
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 39h into Phasmophobia, and at $19.99 that's about 0.51 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
13,523
24h peak
14,358
Peak (tracked)
24,848
Coilr players
70
Positive
94%
Total reviews
837,453
Pos / Neg
790,455 / 46,998
Not enough dated reviews yet to chart a trend.
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.511
at $19.99
Avg playtime
39 h
across 70 players
Total tracked
2,741 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
3%
2 of 70 owners
Played last 7 days
3
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 Phasmophobia 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 20:00 with about 14,429 people in game — 2.6× as many as at 09:00, the quietest hour.
As of August 2026, about 13,523 people are playing Phasmophobia on Steam right now, with a 24-hour peak of 14,358 concurrent players.
Yes, 3% of tracked Phasmophobia owners on Coilr played it within the last two weeks, and roughly 13,523 players are online right now. (as of August 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 39h into Phasmophobia, and at $19.99 that's about 0.51 per hour. Steam reviews are very positive.
Phasmophobia costs $19.99 on Steam (USD). The average Coilr player has put 39 hours in, about 0.51 per hour.
Across 70 tracked owners on Coilr, the average playtime in Phasmophobia is about 39 hours.
Phasmophobia's player activity peaks around 20:00 UTC, which points to its largest audience being in the Americas region, an estimated 35% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)