
Yes. Strong reviews and great value for the hours.
The average Coilr player has put 25h into Neon Abyss, and at $19.99 that's about 0.80 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
76
24h peak
116
Peak (tracked)
255
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
86%
Total reviews
23,613
Pos / Neg
20,287 / 3,326
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$0.807
at $19.99
Avg playtime
25 h
across 7 players
Total tracked
173 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 Neon Abyss 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 13:00 with about 250 people in game — 4.0× as many as at 00:00, the quietest hour.

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As of September 2026, about 76 people are playing Neon Abyss on Steam right now, with a 24-hour peak of 116 concurrent players.
Yes. Strong reviews and great value for the hours. The average Coilr player has put 25h into Neon Abyss, and at $19.99 that's about 0.80 per hour. Steam reviews are very positive.
Neon Abyss costs $19.99 on Steam (USD). The average Coilr player has put 25 hours in, about 0.80 per hour.
Across 7 tracked owners on Coilr, the average playtime in Neon Abyss is about 25 hours.
Neon Abyss's player activity peaks around 13:00 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.)