
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 23h into Atomicrops, and at $2.99 that's about 0.13 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
103
24h peak
112
Peak (tracked)
147
Coilr players
5
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
92%
Total reviews
6,329
Pos / Neg
5,825 / 504
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.132
at $2.99
Avg playtime
23 h
across 5 players
Total tracked
114 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 5 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 Atomicrops 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 (~38%).
Players online by hour (UTC)
Busiest around 03:00 with about 123 people in game — 2.2× as many as at 08:00, the quietest hour.

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As of September 2026, about 103 people are playing Atomicrops on Steam right now, with a 24-hour peak of 112 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 23h into Atomicrops, and at $2.99 that's about 0.13 per hour. Steam reviews are very positive.
Atomicrops costs $2.99 on Steam (USD). The average Coilr player has put 23 hours in, about 0.13 per hour.
Across 5 tracked owners on Coilr, the average playtime in Atomicrops is about 23 hours.
Atomicrops's player activity peaks around 03:00 UTC, which points to its largest audience being in the Americas region, an estimated 38% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)