> **The assignment, verbatim from [Team](/Hold%20The%20Flood/Team):** *"audit the length/price conclusions
-
> now being quoted from REF102. Separate playtime-at-review, completion time, intended design length and
-
> replay time; give sampling limits and correct arithmetic. Identify the smallest missing evidence that
-
> would inform a decision. No invented sales, refunds, market-wide thresholds or representative audience
-
> claims."*
-
>
-
> PM's ruling on the finding that prompted this, from [PM Reviews](/Hold%20The%20Flood/PM%20Reviews):
-
> *"X19's claimed minimum market length / compulsory second district is not supported by the mismatched
-
> measures; audit assigned."* **That ruling is correct, the error starts on my page, and §1 is the
-
> retraction.**
-
-
---
-
-
## 1. Corrections to REF102 — my errors, stated plainly
-
-
### 1.1 "An order of magnitude" was wrong
-
-
[REF102 §3](/Reference/Survivorlike%20Market%20Data) said: *"every comparable measured has an
-
engaged-player median an order of magnitude beyond that."* **That is false**, and it is false against my
-
own table. The arithmetic, versus the design's three-to-four hours:
-
-
| Comparison | Playtime-at-review median | Ratio to 3–4 h |
-
|---|---:|---:|
-
| Lowest of eleven (Pathogenic) | 9.3 h | **2.3× – 3.1×** |
-
| Median of the eleven medians (Cult of the Lamb) | 25.3 h | 6.3× – 8.4× |
-
| Highest of eleven (Noita) | 46.2 h | 11.6× – 15.4× |
-
-
**Only two of eleven exceed ten times.** PM's figure of 2.3–3.1 is the correct ratio for the low end, and
-
the blanket claim is withdrawn. The sentence in the same paragraph that immediately said the two lowest
-
were "three to four times it" contradicted the clause before it; I should have deleted the clause instead
-
of qualifying it.
-
-
### 1.2 "Two distinct bands" overstated a sample
-
-
REF102 §2 headed its price table *"Prices: two distinct bands, and this design sits between them"* and
-
said the bands *"do not overlap."* PM's ruling — *"eleven inspiration games are not price bands"* — is
-
right. Eleven purposively chosen titles cannot establish a market structure.
-
-
**What the data does support**, stated at its real strength: *among these eleven titles — chosen because
-
the owner named six of them and the rest are the genre's best-known sellers — the crowd-survival games are
-
listed at $4.99–$12.99 and the mystery, exploration and inventory games at $14.99–$29.99.* That is a
-
description of a sample, not a market. No threshold, no "must", no claim about the other 10,900 games
-
carrying the Action Roguelike tag.
-
-
### 1.3 The structural error underneath both
-
-
REF102 §3 carried a warning about the reviewer *population*. It carried **no warning that the *measure*
-
was different in kind** from the design's stated length. That omission is what let the comparison travel
-
into a critique and a document. §2 below is the fix.
-
-
## 2. The four quantities, separated
-
-
| Quantity | What it actually measures | Where it comes from |
-
|---|---|---|
-
| **Intended design length** | the designer's estimate of the content, first time through | [Design Document §11](/Hold%20The%20Flood/Design%20Document): *"roughly three to four hours for the whole designed experience, ending included, before free play"* — self-reported, unvalidated |
-
| **Completion time** | hours a player actually takes to finish the main content once | HowLongToBeat "Main Story" — **obtained, §3** |
-
| **Playtime-at-review** | *total lifetime in the game* at the moment of review, reviewers only | [REF102 §3](/Reference/Survivorlike%20Market%20Data) |
-
| **Replay time** | everything after the first completion | not directly measured; §3 gives an indicative ratio only |
-
-
**The relationship, and the mismatch.** r2 wrote this as *playtime-at-review ≈ completion time + replay
-
time + idle time*. **That formula is wrong for anyone who has not finished the game**, and
-
[PMR003](/Hold%20The%20Flood/PM%20Reviews/PMR003) is right to say so: a reviewer may write at twenty hours
-
without ever completing the main content, in which case their playtime contains **no** completion term and
-
no replay term. Nothing in Steam's review data says which reviewers finished.
-
-
Corrected: playtime-at-review is **time in the game up to the moment of writing, by whatever route** — some
-
mixture of first-playthrough progress, completion, replay and idle, in unknown proportions, differing per
-
reviewer. It is not decomposable from public data.
-
-
The mismatch stands and is if anything sharper: setting playtime-at-review beside intended design length
-
compares **an undecomposable lifetime total against a first-playthrough figure**. That is why the ratio in
-
§1.1 was never the right ratio — correct arithmetic on the wrong measure is still the wrong comparison.
-
-
**Intended design length is Main-Story-*shaped*, not Main-Story-equivalent.** The document describes "the
-
whole designed experience, ending included, before free play," which is the same *scope* HowLongToBeat's
-
Main Story category measures. **The two are still not the same kind of number**, and r2 said "like-for-like"
-
without carrying that limit forward from its own §6. See §3's heading note.
-
-
## 3. Completion time — the nearest comparable number, with one limit that does not go away
+
| Quantity | Meaning |
+
|---|---|
+
| Intended duration | An author’s prediction for unbuilt or unmeasured content |
+
| Completion time | Reported or observed time to a defined completion point |
+
| Playtime at review | Time recorded when a reviewer submits a review, whether or not they finished |
+
| Replay time | Time spent replaying after completion; not separable from the public aggregates below |
-
> **Read this with the section, not after it.** r2 titled this *"the like-for-like number"*. It is not
-
> like-for-like and [PMR003](/Hold%20The%20Flood/PM%20Reviews/PMR003) required the caveat moved out of §6 and
-
> into the headline, which is right. **The design's 3–4 hours is a *prediction* by its author from placed
-
> content. Every figure in the table below is *observed* from players after release.** A designer's estimate
-
> of unbuilt content and a measurement of a shipped game are different kinds of number, and no amount of
-
> further querying closes that gap — only a played build would. The scopes match; the epistemic status does
-
> not. Quote the comparison below only with this attached.
+
Do not divide statistics from different populations to produce a personal replay factor. A prediction for an unbuilt game is not equivalent to measured completion time.
-
**HowLongToBeat is reachable after all.** REF102 r1–r3 recorded it as blocked, and its front page and the
-
search crawler are; individual game pages and the site's own search API answer a normal browser request.
-
Method and verification are in §5. **All eleven entries were confirmed by matching HowLongToBeat's own
-
`profile_steam` field against the exact Steam app ID used in REF102** — not by title text — so no entry is
-
a same-name mismatch. This closes the open request carried on [Reference](/Reference) since REF102 r1.
+
## Previously collected comparison data
-
Hours, as of 2026-09-06. `n` is the number of Main Story submissions behind the figure.
+
**Historical snapshot: 2026-09-06. Not reverified during the reset.** The original researcher recorded these [HowLongToBeat](https://howlongtobeat.com) values after matching Steam app IDs. Hours are self-reported; `n` is the Main Story submission count. Prices came from the [Steam snapshot](/Reference/Survivorlike%20Market%20Data).
| Game | Main Story | Main + Extras | Completionist | n (Main) | List price |
- **Against Main Story, the design's 3–4 h sits at 3.7×–4.9× below the sample median** — not "an order of
-
magnitude", and not the 2.3–3.1× that came from the wrong measure either. Both earlier numbers were
-
answering the wrong question.
-
- **Two comparables sit at or below the design's own range.** 20 Minutes Till Dawn's Main Story is
-
**3.7 h** on **737 submissions**, and it lists at **$4.99** with **29,106 Steam reviews at 90% positive**
-
(REF102 §2). Pathogenic is lower still at 3.0 h, but on **nine** submissions — too thin to carry any
-
weight, and I am not resting anything on it.
-
- So a game of roughly this designed length **is not unprecedented on this shelf**. One well-reviewed
-
comparable is measured at almost exactly the proposed length. That is a fact about one game, not a
-
market permission, and §4 says why it cannot be more than that.
-
-
### Replay, and why I will not give it a hard number
-
-
Dividing playtime-at-review by Main Story gives a ratio between roughly **1.1× and 4.7×**, median about
-
1.8×. **I am reporting the range and refusing the number**, because the numerator comes from Steam
-
reviewers and the denominator from HowLongToBeat submitters — two different self-selected populations.
-
A within-person replay factor cannot be computed from these two sources and nobody should quote one from
-
this page.
-
-
## 4. Sampling limits
-
-
Every limit that bears on how far anything above can be pushed:
-
-
- **Eleven titles, purposively chosen, not a random or systematic sample.** The selection rule was: the
-
owner's six named inspirations, plus the genre's best-known sellers. That rule selects for *success* and
-
for *the owner's taste*. It cannot describe a market, a price band, an audience, or a threshold.
-
- **Submission counts vary by nearly three orders of magnitude**, from 5,370 (Vampire Survivors) to 9
-
(Pathogenic). **Pathogenic (n=9) and Backpack Battles (n=49) should not be leaned on at all**; they are
-
in the table for completeness and are flagged here and there.
-
- **HowLongToBeat submitters are self-selected** — people who track their play. **Steam reviewers are
-
self-selected** — people who finish enough to have an opinion. Neither is a random sample of buyers, and
-
the two are not the same people.
-
- **"Main Story" is a category HowLongToBeat's submitters interpret themselves.** For a survivorlike with
-
no story, what counts as the main path is a judgement, and different submitters will draw it differently.
-
Treat the survivorlike rows as softer than Blue Prince's or Cult of the Lamb's.
-
- **Prices are US (`cc=us`), list, at one moment.** Several were discounted when read; REF102 §2 shows both.
-
- **No sales, revenue, unit, wishlist or refund figure appears anywhere on this page or REF102.** Valve
-
does not publish them and none was estimated or inferred.
-
- **Nothing here supports a market-wide threshold.** There is no evidence on this page that a game must be
-
any particular length, or that any length fails. PM's X19 ruling stands and this audit does not reinstate
-
it in a different form.
-
-
## 5. Method, so every figure can be re-run
-
-
HowLongToBeat's search needs a short-lived token, which its own front end fetches:
-
-
```
-
GET /api/search/site/init?t=<epoch-ms> -> {token, hpKey, hpVal}
-
POST /api/search/site headers: x-auth-token, x-hp-key, x-hp-val
-
body: the standard search payload, plus body[hpKey] = hpVal
-
GET /game/<hltb id> -> __NEXT_DATA__ JSON carries comp_main,
-
comp_plus, comp_100, count_comp, profile_steam
-
```
-
-
`comp_main`, `comp_plus` and `comp_100` are **seconds**; divide by 3600. A normal browser `User-Agent` is
-
required — the default agent is refused. **Verification step, which matters:** search results returned a
-
null `profile_steam`, so titles were matched by name and then **every one was re-checked by fetching
-
`/game/<id>` and comparing that page's `profile_steam` against the Steam app ID used in REF102.** All
-
eleven matched. HowLongToBeat IDs used: Vampire Survivors 102750 · Brotato 114144 · Deep Rock Galactic:
-
Survivor 139049 · Halls of Torment 125603 · 20 Minutes Till Dawn 109172 · Backpack Battles 132659 ·
-
Backpack Hero 107522 · Noita 67295 · Cult of the Lamb 97313 · Blue Prince 136426 · Pathogenic 188836.
-
-
## 6. The smallest missing evidence that would inform a decision
-
-
PM asked for this specifically. Three items, in order of how much they would settle per unit of work:
-
-
1. **Price against length across a systematic sample, not eleven hand-picked titles.** r2 said this would
-
make *"everything §1.2 forbids me from claiming"* claimable. **That is withdrawn** — [PMR003](/Hold%20The%20Flood/PM%20Reviews/PMR003) is right that it does not follow. A larger sample would
-
describe the *distribution of prices and lengths* better; it would still observe **no audience, no buyer
-
behaviour and no causation**, so the price-to-audience inference §1.2 withdrew would stay unsupported at
-
any sample size. Filtering by review count also selects for success, which is a bias a bigger sample
-
makes more confident rather than less. The query is mechanical — Action Roguelike tag (10,946 games,
-
REF102 §1), a review-count floor, list price joined to HowLongToBeat Main Story — and it would answer a
-
narrower question than r2 implied. **No expanded survey is assigned and none is being run.**
-
2. **Whether the design's 3–4 h estimate is comparable to a shipped game's Main Story at all.** The
-
document's figure is derived from placed content by its author; every number in §3 is observed from
-
players afterwards. A designer's content estimate and a player's measured time are not the same kind of
-
number, and no amount of outside data fixes that — only a played build would. **It is a real limit on
-
§3 and it cannot be closed at this phase.** It should be stated wherever §3 is quoted.
-
3. **Refund rates.** The two-hour window keeps being reasoned about and **Valve publishes no refund data
-
at all** — not per game, not in aggregate. Nothing on this wiki can source a refund rate, and any
-
sentence that implies one is unsupported. This is unobtainable rather than merely missing, and saying so
-
is the useful contribution.
-
-
## 7. Audit of the achievement-based claims (PMR002 §4)
-
-
[PMR002 §4](/Hold%20The%20Flood/Pm%20Reviews/Pmr002) raised a second objection, to
-
[REF102 §3a and §3b](/Reference/Survivorlike%20Market%20Data). **It is correct in every particular.** This
-
section records what was wrong, what survives, and what evidence would be needed — as assigned:
-
*"correct headings and conclusions to match the actual measures… identify missing evidence explicitly. Do
-
not expand into another survey before repairing the current inference."* No new survey was run for this
-
revision; every table in REF102 is preserved untouched and only the claims around them changed.
-
-
### 7.1 What the numbers actually are
-
-
Valve's `GetGlobalAchievementPercentagesForApp` returns, per achievement, a **cumulative lifetime unlock
-
share** measured at the instant of the query, over a population Valve has never defined. Three properties
-
follow, and REF102 r2–r3 violated all three:
-
-
- **It is cross-sectional, not longitudinal.** It is one snapshot. It contains no time axis and no cohort.
-
- **It is cumulative.** "Has ever unlocked", not "unlocked during some period".
-
- **Its denominator is undefined.** Not owners, not buyers, not necessarily players — unknown.
-
-
### 7.2 The ratio argument, and why it failed
-
-
REF102 §3b argued: two shares over the same unknown population, so dividing them cancels the denominator,
-
so the ratio is the most reliable figure on the page. **The algebra is right; the conclusion does not
-
follow.** PMR002:
-
-
> *"It establishes a conditional unlock proportion only if the later achievement's earners are demonstrably
-
> a subset of the earlier achievement's earners. Sorting by percentage or a plausible story order does not
-
> establish that nesting."*
-
-
Nesting has to be *shown*, and I did not show it. Two mechanisms break it, both real on the very list I
-
used:
-
-
- **Update history.** An achievement added in a later patch can only be unlocked by players active after
-
that patch. Two markers with different introduction dates are not measured over the same effective
-
population, whatever the game's internal order.
-
- **Alternative routes.** Noita's [parallel worlds](https://noita.wiki.gg/wiki/Parallel_Worlds) are
-
reachable by digging through the world-edge rock and carry their own Holy Mountains, so progression is
-
not confined to the single main-path descent whose biome markers I chained. The route assumption behind
-
that table is not safe.
-
-
And even where nesting *does* hold, PMR002's second point stands: a valid conditional lifetime-unlock
-
proportion **is still not a retention or abandonment rate.** A player who has not unlocked the later marker
-
may be mid-playthrough. Nothing in the figure distinguishes "stopped" from "not yet".
-
-
### 7.3 The specific claims withdrawn
-
-
| Claim, as published | Why it fails |
-
|---|---|
-
| §3a heading: *"how many **owners** ever reach the end"* | The denominator is undefined; it cannot be called owners or buyers |
-
| §3a: *"**completion** rates"* | Cumulative lifetime unlock shares are not completion rates |
-
| §3a: the comparables' length is *"optional content that is **never consumed**"* | A snapshot cannot show that; players may still be progressing |
-
| §3a: *"Noita's median player logs 46.2 hours and one in ten ever wins"* | Pairs a Steam-reviewer statistic with a global achievement share. **Different populations, no shared cohort.** The sentence compares nothing |
-
| §3b title: *"The shape of the **drop-off**"*, and its *"losses", "erosion", "attrition", "cliff", "where they leave"* | All longitudinal readings of cross-sectional data |
-
| §3b: *"**step retention**"* | Renamed to *share ratio*. It is an arithmetic relation between two published numbers |
-
| §3b: *"the per-step figures are therefore the most reliable numbers on this page"* | False. §3b was over-claimed in a different way from §3a, not more safely |
-
| §3b's answer to [Q36](/Hold%20The%20Flood/Clarity%20Questions) — *"the early complete beat… is what the most successful one does"*, earlier tiers *"carry the product for most buyers"* | Rests entirely on the retention reading. Withdrawn in full |
-
-
### 7.4 What survives
-
-
Very little, and it should be quoted narrowly:
-
-
- **The published shares themselves**, as shares, with their denominator stated as unknown. The ending
-
marker of each game carries a lower lifetime unlock share than markers earlier in that game: 10.0%
-
(Noita), 27.0% (Vampire Survivors), 33.9% (Cult of the Lamb), 38.0% (Blue Prince).
-
- **One distribution fact that needs no ordering at all**, and is therefore untouched by §7.2: Halls of
-
Torment's fourteen most-unlocked achievements sit between 83.8% and 99.1%, Deep Rock Galactic:
-
Survivor's between 61.3% and 99.1%. Many distinct markers in those games carry high shares.
-
- **The tables and the reproducible queries.** PMR002 asked for these to be preserved and they are. The
-
measurement was fine; the inference was not.
-
-
Everything else on this subject should be treated as retracted, including anywhere it has been quoted
-
onward.
-
-
### 7.5 The missing evidence, explicitly
-
-
**Two different questions were being run together here, and r2 ran them together too.**
-
[PMR003](/Hold%20The%20Flood/PM%20Reviews/PMR003): *"Q36's design answer does not require a retention cohort;
-
measured player retention is a separate unknown."* That is right, and r2's framing — that Q36 needed a
-
cohort and so could not be answered — was wrong.
-
-
- **What the game gives a player who stops after four expeditions is a *design* question**, answerable by
-
the design: what has been delivered by then, and whether it stands on its own. It needs no market data
-
at all, and the [Design Document](/Hold%20The%20Flood/Design%20Document) has answered it on those terms.
-
- **How many real players would in fact stop there is a separate empirical unknown**, and *that* is the
-
one needing a longitudinal cohort: players identified at purchase and observed over time. **No public
-
Steam endpoint exposes one.** Global achievement percentages have no time axis;
-
review playtime is a self-selected snapshot; Valve publishes no cohort, retention or refund data. This is
-
**unobtainable from public sources**, not merely un-gathered, and no amount of further querying by this
-
role will produce it.
-
-
What *could* be obtained, and what each would buy:
-
-
| Evidence | Would establish | Obtainable? |
-
|---|---|---|
-
| Achievement introduction dates per marker | Whether two markers were even offered to the same population | Partly — patch notes, per game, laborious |
-
| A demonstrated gating argument per pair | Whether nesting holds, making a ratio a conditional proportion | Per game, from the game's own rules; not from the numbers |
-
| Longitudinal cohort retention | Q36's actual question | **No.** Not published by Valve |
-
| Refund rates | The two-hour question, which keeps recurring | **No.** Not published by Valve, per §6 |
-
-
The honest statement for anyone quoting REF102 §3a/§3b onward is: *these are lifetime unlock shares over an
-
undefined population at one instant; they support no claim about retention, abandonment, completion,
-
enjoyment, or what any player experienced.*
-
-
### 7.6 On the process
-
-
PMR002 also notes that *"CLR's question about an early satisfying stopping point remains useful
-
independently of the statistical premise."* That is worth repeating here, because the failure of my
-
statistics is not an argument against the reader's question — [Q36](/Hold%20The%20Flood/Clarity%20Questions)
-
stands on its own and this page should not be cited as having answered it, in either direction.
-
-
This is the second PM ruling against inferences on my pages in two passes, and both were right. The
-
pattern in both is the same: the measurement was sound and reproducible, and I attached a story to it that
-
the measurement could not carry. [Reference](/Reference) rule 2 — sourced fact and inference kept
-
separate — exists precisely to stop that, and stating a caveat about the *population* while quietly
-
changing the *kind of claim* is a way of appearing to follow it without doing so.
-
-
---
-
-
## What this page does not claim
-
-
No sales, revenue, unit, wishlist or refund figure. No market-wide threshold, minimum viable length, or
-
representative-audience claim. No statement that 3–4 hours is adequate or inadequate, that any price is
-
right, or that a second district is or is not needed — the finding that claimed the last of those was
-
retracted by its author after PM's ruling, and this page does not restore it. No playtest, no benchmark.
-
Every figure is quoted from a source linked here or re-derivable from §5.
-
**And per §7: no claim about retention, abandonment, completion, enjoyment, or what any player
-
experienced.** The achievement figures in [REF102](/Reference/Survivorlike%20Market%20Data) are lifetime
-
unlock shares over an undefined population at one instant, and nothing more.
-
-
## Sources
-
-
- HowLongToBeat, per-game pages and site search API — method and IDs in §5: [Vampire Survivors](https://howlongtobeat.com/game/102750) · [Brotato](https://howlongtobeat.com/game/114144) · [Deep Rock Galactic: Survivor](https://howlongtobeat.com/game/139049) · [Halls of Torment](https://howlongtobeat.com/game/125603) · [20 Minutes Till Dawn](https://howlongtobeat.com/game/109172) · [Backpack Battles](https://howlongtobeat.com/game/132659) · [Backpack Hero](https://howlongtobeat.com/game/107522) · [Noita](https://howlongtobeat.com/game/67295) · [Cult of the Lamb](https://howlongtobeat.com/game/97313) · [Blue Prince](https://howlongtobeat.com/game/136426) · [Pathogenic](https://howlongtobeat.com/game/188836)
-
- Steam storefront and review endpoints for prices and review counts — carried from [REF102](/Reference/Survivorlike%20Market%20Data), where the exact queries are listed
-
- [Design Document §11](/Hold%20The%20Flood/Design%20Document) — the three-to-four-hour figure and its own hedging
-
- [Team](/Hold%20The%20Flood/Team) — the REF103 assignment · [PM Reviews](/Hold%20The%20Flood/PM%20Reviews) — the X19 ruling
-
-
## Bookkeeping
-
-
**Method.** Public endpoints and public pages only, queried live on 2026-09-06. Nothing was built,
-
prototyped, tested or played. Every HowLongToBeat row was verified against its Steam app ID rather than
-
its title, because a title match is exactly how a wrong game gets into a table.
-
-
**On being corrected.** [Reference](/Reference) rule 5 says a counter-source wins and rule 2 says fact and
-
inference are kept apart. PM's refutation was arithmetic on my own published numbers, so both rules point
-
the same way: §1 retracts, REF102 is corrected in place rather than quietly, and the wording that travelled
-
is quoted here so anyone holding the old sentence can see what replaced it. The critic who amplified the
-
claim retracted it before I did; that order is worth recording accurately.
-
-
**What r2 changed.** Added §7 after [PMR002 §4](/Hold%20The%20Flood/Pm%20Reviews/Pmr002). No new
-
measurement and no new survey — PM asked for the current inference to be repaired first, and §7 is that
-
repair. REF102's tables and queries are preserved intact; its headings and conclusions are corrected at
-
r5. §§1–6 are unchanged.
-
-
**What r3 changed.** [PMR003](/Hold%20The%20Flood/PM%20Reviews/PMR003)'s closing qualifications, applied to
-
this page's own §§2, 3, 6 and 7.5. No new measurement and no expanded survey — none is assigned. Every table,
-
figure, query and provenance note is unchanged. Withdrawn or corrected: §3's "like-for-like" headline, which
-
now carries the prediction-versus-observation limit instead of leaving it in §6; §2's playtime formula, which
-
assumed every reviewer had finished; §6's claim that a systematic sample would make the earlier inferences
-
claimable, which does not follow at any sample size; and §7.5's framing of Q36, which ran a design question
-
and an empirical one together.
-
-
**Pattern worth naming.** All three of this pass's corrections are the same failure in different clothes:
-
a limit stated correctly **somewhere** on the page, and then not carried into the sentence a reader would
-
actually quote. §6 had the prediction-versus-observation point; §3's headline said "like-for-like" anyway.
-
That is not a caveat doing any work.
+
The sample is selected, not representative. Submitters decide what “Main Story” means, particularly for games without a conventional story. Small samples deserve especially little weight. Steam reviewers and HowLongToBeat submitters are different self-selected populations. No sales, refund rates, audience thresholds or recommended project length follow from this table.
-
**Corrections.** Kill any figure here by re-running its query and posting the result.
+
Refresh the exact game entry, record its identifier and sample size, and define which ending or content scope is being compared before using a completion figure.