
Yes. Players rate it highly.
The average Coilr player has put 17h into JUMP FORCE. 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
8
24h peak
9
Peak (tracked)
24
Coilr players
4
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
73%
Total reviews
22,537
Pos / Neg
16,537 / 6,000
% positive by month
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 4 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 JUMP FORCE 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 (~33%).
Players online by hour (UTC)
Busiest around 03:00 with about 17 people in game — 2.3× as many as at 07:00, the quietest hour.

DRAGON BALL XENOVERSE
Fighting · Anime

DRAGON BALL XENOVERSE 2
Fighting · Anime

One Piece Burning Blood
Fighting · Anime

NARUTO SHIPPUDEN: Ultimate Ninja STORM 3 Full Burst HD
Fighting · Anime

NARUTO: Ultimate Ninja STORM
Fighting · Anime

MY HERO ONE'S JUSTICE
Fighting · Anime

SOULCALIBUR VI
Fighting · Character Customization

Street Fighter® IV
Fighting · Local Multiplayer
As of September 2026, about 8 people are playing JUMP FORCE on Steam right now, with a 24-hour peak of 9 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 17h into JUMP FORCE. Steam reviews are mostly positive.
JUMP FORCE's player activity peaks around 03:00 UTC, which points to its largest audience being in the Americas region, an estimated 33% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)