
Well-reviewed overall, but recent reviews have dipped, so check what changed first.
The average Coilr player has put 11h into HITMAN™ 2. Steam reviews are very positive. Heads-up: recent reviews are 79% positive, 12 points below its all-time 91%, so something may have changed lately.
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
145
24h peak
145
Peak (tracked)
234
Coilr players
24
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
91%
Total reviews
74,799
Pos / Neg
67,901 / 6,898
% positive by month
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 24 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 HITMAN™ 2 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 (~35%).
Players online by hour (UTC)
Busiest around 14:00 with about 234 people in game — 2.8× as many as at 02:00, the quietest hour.

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As of September 2026, about 145 people are playing HITMAN™ 2 on Steam right now, with a 24-hour peak of 145 concurrent players.
Well-reviewed overall, but recent reviews have dipped, so check what changed first. The average Coilr player has put 11h into HITMAN™ 2. Steam reviews are very positive. Heads-up: recent reviews are 79% positive, 12 points below its all-time 91%, so something may have changed lately.
Across 24 tracked owners on Coilr, the average playtime in HITMAN™ 2 is about 11 hours.
HITMAN™ 2's player activity peaks around 14:00 UTC, which points to its largest audience being in the Asia-Pacific region, an estimated 35% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)