
Mixed. Worth a look, but read the reviews first.
The average Coilr player has put 20h into Back 4 Blood, and at $59.99 that's about 3.00 per hour. Steam reviews are mixed.
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
648
24h peak
990
Peak (tracked)
1,724
Coilr players
16
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
69%
Total reviews
73,234
Pos / Neg
50,391 / 22,843
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$3.03
at $59.99
Avg playtime
20 h
across 16 players
Total tracked
317 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 16 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 Back 4 Blood 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 1,510 people in game — 3.7× as many as at 23:00, the quietest hour.
As of September 2026, about 648 people are playing Back 4 Blood on Steam right now, with a 24-hour peak of 990 concurrent players.
Mixed. Worth a look, but read the reviews first. The average Coilr player has put 20h into Back 4 Blood, and at $59.99 that's about 3.00 per hour. Steam reviews are mixed.
Back 4 Blood costs $59.99 on Steam (USD). The average Coilr player has put 20 hours in, about 3.00 per hour.
Across 16 tracked owners on Coilr, the average playtime in Back 4 Blood is about 20 hours.
Back 4 Blood'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.)