
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 14h into Muse Dash, and at $2.99 that's about 0.21 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
727
24h peak
1,177
Peak (tracked)
3,093
Coilr players
29
Positive
91%
Total reviews
122,104
Pos / Neg
111,717 / 10,387
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.214
at $2.99
Avg playtime
14 h
across 29 players
Total tracked
405 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
7%
2 of 29 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 Muse Dash 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 (~47%).
Players online by hour (UTC)
Busiest around 14:00 with about 1,293 people in game — 3.3× as many as at 23:00, the quietest hour.
As of September 2026, about 727 people are playing Muse Dash on Steam right now, with a 24-hour peak of 1,177 concurrent players.
Yes, 7% of tracked Muse Dash owners on Coilr played it within the last two weeks, and roughly 727 players are online right now. (as of September 2026)
Yes. Strong reviews and great value for the hours. The average Coilr player has put 14h into Muse Dash, and at $2.99 that's about 0.21 per hour. Steam reviews are very positive.
Muse Dash costs $2.99 on Steam (USD). The average Coilr player has put 14 hours in, about 0.21 per hour.
Across 29 tracked owners on Coilr, the average playtime in Muse Dash is about 14 hours.
Muse Dash's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 47% of active players, followed by Americas. (Estimated from global player-count patterns, not exact player locations.)