
Yes. Players rate it highly.
The average Coilr player has put 8h into The Ascent, and at $29.99 that's about 3.75 per hour. 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
145
24h peak
175
Peak (tracked)
1,170
Coilr players
12
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
74%
Total reviews
24,874
Pos / Neg
18,328 / 6,546
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$3.93
at $29.99
Avg playtime
8 h
across 12 players
Total tracked
92 h
How many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 12 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 The Ascent 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 (~34%).
Players online by hour (UTC)
Busiest around 19:00 with about 727 people in game — 10.5× as many as at 10:00, the quietest hour.

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As of September 2026, about 145 people are playing The Ascent on Steam right now, with a 24-hour peak of 175 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 8h into The Ascent, and at $29.99 that's about 3.75 per hour. Steam reviews are mostly positive.
The Ascent costs $29.99 on Steam (USD). The average Coilr player has put 8 hours in, about 3.75 per hour.
Across 12 tracked owners on Coilr, the average playtime in The Ascent is about 8 hours.
The Ascent's player activity peaks around 19:00 UTC, which points to its largest audience being in the Americas region, an estimated 34% of active players, followed by Europe & Africa. (Estimated from global player-count patterns, not exact player locations.)