
Well-reviewed overall, but recent reviews have dipped, so check what changed first.
The average Coilr player has put 1h into Zero Caliber VR. Steam reviews are mostly positive. Heads-up: recent reviews are 59% positive, 17 points below its all-time 76%, 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
0
24h peak
0
Peak (tracked)
17
Coilr players
5
This game's player count is measured about every 22 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
76%
Total reviews
4,937
Pos / Neg
3,757 / 1,180
% positive by month
No verified owner has reported a time for Zero Caliber VR yet.
Sign in to be the firstHow 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 Zero Caliber VR 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 (~30%).
Players online by hour (UTC)
Busiest around 15:00 with about 8 people in game — 3.2× as many as at 07:00, the quietest hour.

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Well-reviewed overall, but recent reviews have dipped, so check what changed first. The average Coilr player has put 1h into Zero Caliber VR. Steam reviews are mostly positive. Heads-up: recent reviews are 59% positive, 17 points below its all-time 76%, so something may have changed lately.
Across 5 tracked owners on Coilr, the average playtime in Zero Caliber VR is about 1 hours.
Zero Caliber VR's player activity peaks around 15:00 UTC, which points to its largest audience being in the Americas region, an estimated 30% of active players, followed by Asia-Pacific. (Estimated from global player-count patterns, not exact player locations.)