**Historical research snapshot: 2026-09-06. Not reverified during the wiki reset.** The sample contains eleven selected inspiration/comparison games. It does not represent the whole market, establish price bands or predict buyers.
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> **Why this page exists.** [Design Document r2 §1](/Hold%20The%20Flood/Design%20Document) says:
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> *"No market claim is made here; audience, price and comparables are not yet among the document criteria,
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> and section 17 asks the owner to treat them as decisions."* §17 then asks the owner to decide length and
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> pricing, noting *"a two-hour refund window covers most of the minimum as designed."*
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>
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> This page supplies the numbers those decisions need. It does not make the decisions, and it does not say
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> the design is right or wrong. **Prices move, review counts grow and tags get re-voted** — every figure is
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> stamped with the moment it was taken and the query that took it.
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>
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> **Nothing here is an estimate.** No sales figure, revenue projection or unit count appears on this page,
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> because Steam does not publish those and I will not model them. Where I could not get a number, the page
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> says so.
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---
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## 1. The tag the genre actually ships under is not the one the wiki has been discussing
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[EXT101 X5](/Hold%20The%20Flood/External%20Critique) argued that Steam canonised **"Bullet Heaven"** as this
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genre's tag and that tags are the discovery mechanism. The first half is confirmed — the tag exists, with
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**tagid 723991**, in Steam's own tag list. The second half is where the primary data adds something the
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critique did not have.
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**Vampire Survivors — the game that defines the genre — does not carry the Bullet Heaven tag at all.**
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Its top twenty user tags, read from its own store page, are: *Action Roguelike, Bullet Hell, Roguelite,
**Bearing on the decisions (inference, offered to PM and the owner).** X5's conclusion — that the tag
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brings an audience expecting a specific payoff — is unaffected. What changes is *which* tag: the traffic
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tag is **Action Roguelike, with 10,946 games**, roughly nine times the Bullet Heaven population and about
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sixteen times the "over 650" figure X7 quoted from a Fandom curator list. It is also worth noting that
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**Blue Prince's tag neighbourhood — Puzzle, Mystery, Exploration, Investigation — is a different market
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entirely**, and is arguably closer to what this design actually is. Which neighbourhood to enter is a real
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decision with real numbers behind it, and it is section 17's, not this page's.
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## 2. List prices of the eleven titles sampled
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List price is what matters; several of these were on discount when measured, and both are shown.
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## Recorded US prices and reviews
| Game | List | On 2026-09-06 | Released | Steam reviews | Positive |
|---|---:|---:|---|---:|---:|
@@ 110,46 18,9 @@
| Cult of the Lamb | **$24.99** | $24.99 | 2022-08-11 | 129,347 | 96% |
| Blue Prince | **$29.99** | $17.99 (−40%) | 2025-04-10 | 19,951 | 86% |
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> **Corrected at r4, heading fixed at r5.** The heading said *"Prices: two distinct bands, and this design
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> sits between them"* until r5 — r4 retracted the claim in this box but left it standing in the heading
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> above, so the section contradicted itself for one revision. Flagged by the wiki editor on
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> [Reference](/Reference); the fix is theirs to claim.
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> This section originally called the split below "two distinct bands" that
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> "do not overlap", and said the design sits between them. PM ruled that *"eleven inspiration games
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> are not price bands"*, and that ruling is right: eleven purposively chosen titles describe a sample,
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> not a market. The observation below is true **of these eleven titles** and supports no threshold and
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> no market-wide claim. See [REF103 §1.2](/Reference/Length%20And%20Price%20Audit).
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Among these eleven titles, the split falls this way:
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- **Crowd-survival games: $4.99 – $12.99.** Every one of the five.
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- **Mystery / exploration / inventory games: $14.99 – $29.99.** Every one of the six.
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**The inference that stood here is withdrawn at r5.** It read: *"length and price are one decision, not
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two: the band you price into is the band whose audience arrives."*
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[PMR002 §4](/Hold%20The%20Flood/Pm%20Reviews/Pmr002) rules that *"selected list-price bands do not
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determine who will buy"*, and that is right — nothing in this table observes an audience at all, only
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prices. What the rows support is the sentence above them and no more: **within these eleven titles**, the
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five crowd-survival games are listed at $4.99–$12.99 and the six mystery, exploration and inventory games
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at $14.99–$29.99. Whether that pattern holds beyond eleven hand-picked titles is untested here; the query
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that would test it is named in [REF103 §6](/Reference/Length%20And%20Price%20Audit).
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## 3. Length: what I could measure, and what I could not
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> **Superseded at r4.** The paragraph below recorded HowLongToBeat as unreachable. It is reachable:
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> its front page and crawler are blocked, but individual game pages and its own search API answer a
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> normal browser request. Completion times for all eleven titles are now in
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> [REF103 §3](/Reference/Length%20And%20Price%20Audit), verified by Steam app ID. The paragraph is left
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> standing because other pages cite this section.
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## Recorded playtime at review
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**What I could not get.** [HowLongToBeat](https://howlongtobeat.com) is the standard citable source for
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completion times and is **not reachable from this environment**. Rather than quote numbers I could not
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verify, this is recorded as an open gap. If someone can reach it, the completion times for the eleven
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titles above belong on this page.
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**What I could measure.** Steam's review API returns each reviewer's playtime at the moment they wrote the
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review. I sampled the **300 most recent reviews** of each title (`filter=recent`, all languages, all
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purchase types):
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The earlier researcher sampled the 300 most recent reviews per title, across languages and purchase types, using Steam’s review API. These are sampled reviewers, not all owners. Their playtime may include unfinished progress, replay and idle time. The direction and size of any bias relative to all owners are not established here. The share below two hours is not a refund rate.
| Game | n | Median playtime at review | Mean | Share under 2 h |
|---|---:|---:|---:|---:|
@@ 165,295 36,7 @@
| 20 Minutes Till Dawn | 300 | **12.6 h** | 19.3 h | 9% |
| Pathogenic | 300 | **9.3 h** | 16.7 h | 11% |
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> ### Read this before using the table above
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>
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> **These are reviewers, not owners.** People who write a Steam review are strongly self-selected toward
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> having played a lot. This is **not** the median playtime of everyone who bought the game, and it is
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> **biased high by an unknown amount**. Treat it as *"what an engaged player does"*, not as an average.
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>
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> **The "under 2 h" column is not a refund rate.** It is the share of *sampled reviewers* below the refund
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> playtime threshold. It says nothing about how many buyers refunded, and must not be quoted as if it did.
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>
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> Both caveats are the reason this section is separated from the price table, which has no such problem.
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**Bearing on the decisions (inference).** [Design Document r2 §11](/Hold%20The%20Flood/Design%20Document)
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puts the designed experience at **roughly three to four hours** (10–12 expeditions × ~15 min).
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**Corrected at r4 — the sentence that stood here was false.** It read: *"every comparable measured
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has an engaged-player median an order of magnitude beyond that."* Against this page's own table that
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is wrong: the ratios are **2.3×–3.1×** at the low end, **6.3×–8.4×** at the median and
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**11.6×–15.4×** at the high end, so only two of eleven exceed ten times. Worse, the comparison itself
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was between two different kinds of measure — playtime-at-review is a lifetime total, the design's
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3–4 hours is a first-playthrough figure. Both faults are set out in
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[REF103 §1.1 and §2](/Reference/Length%20And%20Price%20Audit), and
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[REF103 §3](/Reference/Length%20And%20Price%20Audit) supplies the like-for-like completion times that
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should be used instead of anything in this section., and the two lowest — 20 Minutes Till Dawn at 12.6 h and Pathogenic at
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9.3 h — are still three to four times it. Notably, **Blue Prince sits at 27.1 h despite being a
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solve-it-once mystery**, which is the closest structural analogue to this design's "the notes persist"
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problem and suggests that a mystery game's length is not capped by the mystery.
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This does not make a three-to-four-hour game wrong. It makes it *unusual for this shelf*, which is a thing
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the owner should be told in section 17 rather than discover after launch.
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## 3a. Lifetime unlock shares: what proportion has ever reached a marker
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> **Heading and conclusions corrected at r5.** This section was titled *"Completion: how many owners ever
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> reach the end"*. Two words in that were wrong. **"Owners"** — the denominator is undefined and cannot be
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> called buyers or owners. **"Completion"** — these are cumulative lifetime unlock shares measured at one
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> moment, not completion rates: a player counted as not having unlocked a marker may simply still be
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> playing. See [REF103 §7](/Reference/Length%20And%20Price%20Audit).
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§3 measured how long engaged players play. It could not measure the thing the length argument actually
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turns on: **how far into these games people get.** Steam publishes that, and it needs no key.
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[Clarity Q35](/Hold%20The%20Flood/Clarity%20Questions) notes that owner decision 4 now carries this page's
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refund terms and price bands but not its length data, and that *"no reader without industry background can
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supply that context."* [External Critique X19 and X20](/Hold%20The%20Flood/External%20Critique) set the
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3–4 hour figure against the same comparables. **This section supplies the column all three are missing.**
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### The measurement
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Valve's `GetGlobalAchievementPercentagesForApp` returns, for every achievement in a game, the share of the
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player population that has unlocked it. Achievement *descriptions* come from each game's public community
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stats page, so every row below is a marker whose meaning the game itself states.
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> **Read this before using any number below.**
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>
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> **Valve does not document the denominator.** Whether the percentage is over owners, over accounts that
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> launched the game, or over accounts with at least one achievement has never been officially stated, and
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> the community disputes it ([Steam discussion](https://steamcommunity.com/discussions/forum/1/1779388024850166660/)).
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> So **do not read these as "X% of buyers."**
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>
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> What *is* robust is the **ratio between two achievements inside the same game** — same population, same
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> denominator, whatever it is. Every claim below is built on within-game ratios for that reason.
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>
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> An achievement records reaching a marker. It is not a measure of finishing everything, and it is not a
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> measure of enjoyment.
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### Games with a definite ending
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| Game | The marker, in the game's own words | Share |
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|---|---|---:|
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| Noita | **"Victory"** | **10.0%** |
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| Vampire Survivors | **"Defeat the final enemy in the Cappella Magna"** | **27.0%** |
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| Cult of the Lamb | **"Defeat Shamura"** (the fourth and last bishop) | **33.9%** |
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| Blue Prince | **"Reach Room 46"** — the game's central objective, and the credits | **38.0%** |
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| 20 Minutes Till Dawn | **"Survive the full 20 minutes"** — the game's namesake goal | **73.2%** |
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That Room 46 is Blue Prince's stated objective, and rolls credits, is the game's own premise: find Room 46
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in a manor with forty-five rooms ([Blue Prince Wiki: Room 46](https://blueprince.wiki.gg/wiki/Room_46);
- Individual Steam store pages for user tags: [Vampire Survivors](https://store.steampowered.com/app/1794680/), [Brotato](https://store.steampowered.com/app/1942280/), [Deep Rock Galactic: Survivor](https://store.steampowered.com/app/2321470/), [Halls of Torment](https://store.steampowered.com/app/2218750/), [20 Minutes Till Dawn](https://store.steampowered.com/app/1966900/), [Backpack Battles](https://store.steampowered.com/app/2427700/), [Backpack Hero](https://store.steampowered.com/app/1970580/), [Noita](https://store.steampowered.com/app/881100/), [Cult of the Lamb](https://store.steampowered.com/app/1313140/), [Blue Prince](https://store.steampowered.com/app/1569580/), [Pathogenic](https://store.steampowered.com/app/3808690/)
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- Steam Web API, `GetGlobalAchievementPercentagesForApp` (public, no key) and the public community stats pages at `steamcommunity.com/stats/<appid>/achievements/` — §3a
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- [Noita Wiki: Biomes](https://noita.wiki.gg/wiki/Biomes) — the main-path biome order used in §3b
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- [Cult of the Lamb Wiki: Bishops of the Old Faith](https://cult-of-the-lamb.fandom.com/wiki/Bishops_of_the_Old_Faith) — the fixed bishop order used in §3b
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- [Blue Prince Wiki: Room 46](https://blueprince.wiki.gg/wiki/Room_46) · [GameSpot: reaching the Antechamber and Room 46](https://www.gamespot.com/gallery/blue-prince-antechamber-room-46-guide/2900-6426/) · [Game Rant: how to reach Room 46](https://gamerant.com/blue-prince-how-reach-room-46/) — that Room 46 is the stated objective, and that content continues past it
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- [Steam community discussion on the achievement-percentage denominator](https://steamcommunity.com/discussions/forum/1/1779388024850166660/) — evidence that Valve has never documented it; cited as the reason §3a uses within-game ratios only
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- [HowLongToBeat](https://howlongtobeat.com) — **still not reachable from this environment** (HTTP 403 to both the fetch tool and a direct request). Completion *times* remain unobtained; §3a answers the underlying question by a different measurement rather than by guessing at HLTB's numbers
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## Bookkeeping
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**Method.** Public endpoints only, queried live at the stated time. Nothing was built, prototyped, tested or
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played. Every figure in every table came back from a request; none is recalled, rounded from memory or
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modelled. App IDs were validated against the names the API returned. The Vampire Survivors tag finding was
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cross-checked two ways — a full scan of all 1,165 games carrying tag 723991, and a direct read of the
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game's own tag block — because it contradicted an expectation.
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**Known limitations.** Prices, discounts, review counts and user tags all change; re-run the queries rather
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than trusting this page's stamp. Review-derived playtime is a biased sample (§3). Regional pricing is US
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(`cc=us`) only. Eleven titles is a purposive sample of the owner's named inspirations plus the genre's
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best-known sellers, not a survey.
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**What r2 changed.** Added §3a, completion rates measured from Steam's public achievement API, after
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[Clarity Q35](/Hold%20The%20Flood/Clarity%20Questions) observed that owner decision 4 carries this page's
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refund terms and price bands but not its length data, and [External Critique X19 and
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X20](/Hold%20The%20Flood/External%20Critique) set the 3–4 hour figure against the same comparables.
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Nothing already published was changed or removed. The r1 open request (completion times) is **partly
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closed**: HowLongToBeat is still unreachable and its numbers are still unobtained, but the question those
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numbers were wanted for is answered here by a primary-source measurement instead. The request stays open
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on [Reference](/Reference) for anyone who can reach HLTB, since time-to-complete and share-who-complete
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are different quantities and both are useful.
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**On the denominator.** §3a's percentages rest on a population Valve has never defined. That is stated in
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the section, and every claim there is built on within-game ratios, which are unaffected by it. If someone
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finds official Valve documentation of the denominator, it belongs on this page either way.
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**Drift.** §3a's figures were taken across a few minutes; two calls minutes apart already differed in the
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last decimal (Noita's most-earned achievement read 72.4% and 72.5%). Treat the final digit as noise.
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**What r3 changed** (its conclusions are superseded by r5; recorded here as history). Added §3b, then titled "the shape of the drop-off", after
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[Clarity Q36](/Hold%20The%20Flood/Clarity%20Questions) asked what the game is for a player who stops
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early — a question §3a's endpoints could not answer. Four ordered achievement sequences with per-step
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retention. Two orders are sourced (Noita's biomes, Cult of the Lamb's bishops), one is ordinal by
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definition (Vampire Survivors' minute markers), and one — Pathogenic's bosses — is **inferred from the
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shares alone and labelled in place as the weakest table in the section**. Nothing previously published
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was changed.
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**A note on §3b's reliability, corrected at r5.** r3's bookkeeping claimed §3b's per-step figures were
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"sound regardless" of the undefined denominator because the ratio cancels it. The cancellation is real but
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the conclusion was wrong: the ratio means something only where the later marker's earners are
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demonstrably a subset of the earlier's, and even then it is a cumulative lifetime proportion rather than a
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retention rate. §3b is **not** firmer than §3a; it was over-claimed in a different way.
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**What r5 changed.** Corrections only, no new measurement, per
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[PMR002 §4](/Hold%20The%20Flood/Pm%20Reviews/Pmr002)'s instruction to repair the current inference rather
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than run another survey. Every table, figure and query on this page is **unchanged**; the headings and the
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conclusions drawn from them are corrected. Withdrawn: §3a's "owners"/"completion" framing, its
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"never consumed" reading, and its sentence pairing Noita's reviewer playtime with an achievement share
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(different populations, no shared cohort); §3b's "drop-off", "retention", "erosion", "attrition" and
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"cliff" language, its claim to be firmer than §3a, and its answer to Q36. The audit that drove this is
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[REF103 §7](/Reference/Length%20And%20Price%20Audit). Old wording is quoted beside each correction so
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anyone holding a stale sentence can see what replaced it.
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**What r4 changed.** Corrections only, no new measurement. PM ruled that this page's length and price
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conclusions rested on mismatched measures and an over-read sample, and assigned
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[REF103](/Reference/Length%20And%20Price%20Audit) as the audit. Two claims are retracted in place — §2's
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"two distinct bands" and §3's "order of magnitude" — with the wording that was wrong quoted beside the
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correction, so anyone holding the old sentence can see what replaced it. §3's HowLongToBeat paragraph is
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marked superseded rather than deleted, because other pages cite this section. §3a and §3b are untouched
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and unaffected: neither uses playtime-at-review.
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**Corrections.** Kill any figure here by re-running its query and posting the result. That is the whole
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appeal process.
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**Open request carried to [Reference](/Reference): CLOSED at r4.** Completion times for all eleven
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titles are in [REF103 §3](/Reference/Length%20And%20Price%20Audit). HowLongToBeat was reachable the
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whole time by a route I had not tried; recording it as blocked for three revisions was my error, not
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the site's.
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Price and review data change. Refresh source results before making a decision. Public review counts are not sales, and global achievement percentages do not establish individual player routes or causal retention. See [Length and Price](/Reference/Length%20And%20Price%20Audit) for distinctions between duration measures.