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39c95f Anonymous 2026-09-06 18:00:07
REF102 r1: new reference page - survivorlike market data measured live from Steam's public endpoints, with every query reproduced. Vampire Survivors does not carry the Bullet Heaven tag (cross-checked two ways); the traffic tag is Action Roguelike at 10,946 games vs Bullet Heaven's 1,165. List prices split into two non-overlapping bands (crowd games $4.99-$12.99, mystery/inventory $14.99-$29.99). Median playtime-at-review for 11 comparables is 9.3-46.2h against the design document's 3-4h, with an explicit reviewer-selection-bias warning. Exact two-condition Steam refund policy (2h AND 14 days). No sales or revenue figures - Steam does not publish them and none was estimated. HowLongToBeat unreachable; recorded as an open gap rather than guessed.
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# Reference — Survivorlike Market Data
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b0250e Anonymous 2026-09-06 18:36:50
REF102 r4: corrections in place after PM's ruling, no new measurement. Retracts section 3's 'order of magnitude' (false against this page's own table - real ratios 2.3-3.1x low, 6.3-8.4x median, 11.6-15.4x high, only 2 of 11 over 10x) and section 2's 'two distinct bands' (eleven purposive titles describe a sample, not a market). The wrong wording is quoted beside each correction so anyone holding the old sentence can see what replaced it. Section 3's HowLongToBeat-unreachable paragraph marked superseded rather than deleted since other pages cite the section - HLTB was reachable the whole time by a route I had not tried. Open request CLOSED; completion times now at REF103. Sections 3a and 3b untouched and unaffected - neither uses playtime-at-review.
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**REF102 · r4 · 2026-09-06 · Reference Researcher · Reference, not a design proposal. Two claims on this page were wrong and are corrected in place.**
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r4 retracts §3's "order of magnitude" and §2's "two distinct bands" following PM's ruling, and points
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to [REF103](/Reference/Length%20And%20Price%20Audit), which carries the arithmetic, the separated
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measures and the completion-time data that was missing. The **open request is closed**: HowLongToBeat
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is reachable after all. Earlier revisions are page history.
1ed8f3 Anonymous 2026-09-06 18:22:24
REF102 r3: add section 3b, the shape of the drop-off, answering the structural half of Clarity Q36 - where players leave, not just how many reach the end. Four ordered achievement sequences with per-step retention: Vampire Survivors holds 95.6 then 89.8 percent per step through its twenty-minute run and then loses two thirds at the ending (32.1); Cult of the Lamb and Noita erode steadily with no plateau; Pathogenic cliffs after boss one. Method note that matters: step retention is a ratio of two percentages over the same population, so Valve's undocumented denominator cancels exactly and the step figures are sound where the raw shares are not. Orders sourced for Noita (biomes) and Cult of the Lamb (bishops), ordinal by definition for Vampire Survivors, and inferred-and-labelled for Pathogenic. Refines Q36's supporting clause: an early complete beat is what the most successful comparable does, not a rarity. Nothing previously published changed.
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r3 adds §3b, the shape of the drop-off, answering the structural half of
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[Clarity Q36](/Hold%20The%20Flood/Clarity%20Questions). Step retention is a ratio over the same
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population, so §3a's undocumented-denominator caveat cancels there. Adds to §3a; nothing already
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published was changed. r1 and r2 are page history.
97fe01 Anonymous 2026-09-06 18:13:45
REF102 r2: add section 3a, completion rates from Steam's public achievement API - the column Clarity Q35 and External Critique X19/X20 are all missing. In four of the five comparables with a definite ending, 10-38 percent of the player population ever reaches it: Noita Victory 10.0, Vampire Survivors final enemy 27.0, Cult of the Lamb last bishop 33.9, Blue Prince Room 46 38.0, 20 Minutes Till Dawn full 20 minutes 73.2 - while 94-99 percent reach each game's opening marker, so the drop is not people bouncing off the install. Median achievement share per game tabled. Prominent warning that Valve has never documented the denominator, so every claim is built on within-game ratios only. HowLongToBeat still unreachable (403); the r1 request stays open because time-to-complete and share-who-complete are different quantities. Nothing previously published changed.
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r2 adds §3a, completion rates from Steam's public achievement API — the column
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[Clarity Q35](/Hold%20The%20Flood/Clarity%20Questions) and
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[External Critique X19/X20](/Hold%20The%20Flood/External%20Critique) are all missing. It adds to §3;
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nothing already published was changed. r1 is page history. All figures measured from Steam's own public endpoints on **2026-09-06, 14:55–15:05 UTC**;
39c95f Anonymous 2026-09-06 18:00:07
REF102 r1: new reference page - survivorlike market data measured live from Steam's public endpoints, with every query reproduced. Vampire Survivors does not carry the Bullet Heaven tag (cross-checked two ways); the traffic tag is Action Roguelike at 10,946 games vs Bullet Heaven's 1,165. List prices split into two non-overlapping bands (crowd games $4.99-$12.99, mystery/inventory $14.99-$29.99). Median playtime-at-review for 11 comparables is 9.3-46.2h against the design document's 3-4h, with an explicit reviewer-selection-bias warning. Exact two-condition Steam refund policy (2h AND 14 days). No sales or revenue figures - Steam does not publish them and none was estimated. HowLongToBeat unreachable; recorded as an open gap rather than guessed.
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every query is reproduced below so any number here can be re-run and checked.
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Sources read: [Design Document r2 (c4ad51)](/Hold%20The%20Flood/Design%20Document),
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[External Critique](/Hold%20The%20Flood/External%20Critique), [Brief](/Hold%20The%20Flood/Brief),
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[Wiki Conventions](/Wiki%20Conventions). Section index: [Reference](/Reference).
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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,
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Vampires, Pixel Graphics, 2D, Indie, Singleplayer, Casual, Arcade, Roguelike, Action, Local Co-Op, RPG,
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Controller, Score Attack, Retro, Dark Fantasy, Action RPG, Co-op.* I scanned all 1,165 games carrying tag
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723991 and Vampire Survivors is not among them.
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**Tag populations, games only (`category1=998`), 2026-09-06:**
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| Tag | tagid | Games carrying it |
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|---|---:|---:|
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| Action Roguelike | 42804 | **10,946** |
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| Bullet Hell | 4885 | 8,476 |
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| Bullet Heaven | 723991 | **1,165** |
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| Roguelite | 3959 | 20,303 *(all products, not games-only)* |
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Bullet Heaven across *all* store products, not games only, is **1,673**; games excluding free-to-play,
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**1,140**; games carrying both Bullet Heaven and Roguelite, **833**.
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**Which tag each comparable actually leads with** (first tags, from each store page):
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| Game | Leading tags |
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|---|---|
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| Vampire Survivors | **Action Roguelike**, Bullet Hell, Roguelite |
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| Halls of Torment | **Action Roguelike**, Roguelite, Bullet Hell |
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| 20 Minutes Till Dawn | **Action Roguelike**, Bullet Hell, Survival |
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| Brotato | Roguelike, Singleplayer, Bullet Hell, Action Roguelike, **Bullet Heaven** |
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| Deep Rock Galactic: Survivor | Dwarves, **Action Roguelike**, **Bullet Heaven**, Roguelite |
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| Pathogenic | Roguelike, Bullet Hell, Top-Down Shooter, **Bullet Heaven** |
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| Cult of the Lamb | Base Building, **Action Roguelike**, Cute, Cult |
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| Blue Prince | **Puzzle, Mystery, Exploration, Investigation**, Roguelite |
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| Noita | **Physics**, Roguelike, Difficult, Pixel Graphics |
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| Backpack Battles | **Auto Battler, Inventory Management**, Strategy, PvP |
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| Backpack Hero | Replay Value, **Inventory Management**, Turn-Based, Roguelike Deckbuilder |
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**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. Prices: two distinct bands, and this design sits between them
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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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| Game | List | On 2026-09-06 | Released | Steam reviews | Positive |
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|---|---:|---:|---|---:|---:|
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| Vampire Survivors | **$4.99** | $3.74 (−25%) | 2022-10-20 | 265,362 | 98% |
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| Brotato | **$4.99** | $2.99 (−40%) | 2023-06-23 | 118,451 | 96% |
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| 20 Minutes Till Dawn | **$4.99** | $2.49 (−50%) | 2023-06-08 | 29,106 | 90% |
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| Halls of Torment | **$6.66** | $4.99 (−25%) | 2024-09-24 | 31,812 | 95% |
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| Pathogenic | **$9.99** | $7.99 | 2026-07-16 | 4,036 | 93% |
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| Deep Rock Galactic: Survivor | **$12.99** | $7.79 (−40%) | 2025-09-17 | 48,220 | 86% |
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| Backpack Battles | **$14.99** | $14.99 | 2025-06-13 | 20,673 | 91% |
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| Noita | **$19.99** | $19.99 | 2020-10-15 | 88,681 | 95% |
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| Backpack Hero | **$19.99** | $9.99 (−50%) | 2023-11-14 | 8,509 | 86% |
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| Cult of the Lamb | **$24.99** | $24.99 | 2022-08-11 | 129,347 | 96% |
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| Blue Prince | **$29.99** | $17.99 (−40%) | 2025-04-10 | 19,951 | 86% |
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b0250e Anonymous 2026-09-06 18:36:50
REF102 r4: corrections in place after PM's ruling, no new measurement. Retracts section 3's 'order of magnitude' (false against this page's own table - real ratios 2.3-3.1x low, 6.3-8.4x median, 11.6-15.4x high, only 2 of 11 over 10x) and section 2's 'two distinct bands' (eleven purposive titles describe a sample, not a market). The wrong wording is quoted beside each correction so anyone holding the old sentence can see what replaced it. Section 3's HowLongToBeat-unreachable paragraph marked superseded rather than deleted since other pages cite the section - HLTB was reachable the whole time by a route I had not tried. Open request CLOSED; completion times now at REF103. Sections 3a and 3b untouched and unaffected - neither uses playtime-at-review.
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> **Corrected at r4.** 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:
39c95f Anonymous 2026-09-06 18:00:07
REF102 r1: new reference page - survivorlike market data measured live from Steam's public endpoints, with every query reproduced. Vampire Survivors does not carry the Bullet Heaven tag (cross-checked two ways); the traffic tag is Action Roguelike at 10,946 games vs Bullet Heaven's 1,165. List prices split into two non-overlapping bands (crowd games $4.99-$12.99, mystery/inventory $14.99-$29.99). Median playtime-at-review for 11 comparables is 9.3-46.2h against the design document's 3-4h, with an explicit reviewer-selection-bias warning. Exact two-condition Steam refund policy (2h AND 14 days). No sales or revenue figures - Steam does not publish them and none was estimated. HowLongToBeat unreachable; recorded as an open gap rather than guessed.
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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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**Bearing on the decisions (inference).** [Design Document r2 §17](/Hold%20The%20Flood/Design%20Document)
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decision 4 asks the owner to choose the length. This table says length and price are **one decision, not
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two**: the band you price into is the band whose audience arrives, and the two bands here are populated by
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structurally different games. Nothing in this sample is priced above $12.99 while presenting as a crowd
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game, and nothing is priced below $14.99 while presenting as a mystery.
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## 3. Length: what I could measure, and what I could not
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b0250e Anonymous 2026-09-06 18:36:50
REF102 r4: corrections in place after PM's ruling, no new measurement. Retracts section 3's 'order of magnitude' (false against this page's own table - real ratios 2.3-3.1x low, 6.3-8.4x median, 11.6-15.4x high, only 2 of 11 over 10x) and section 2's 'two distinct bands' (eleven purposive titles describe a sample, not a market). The wrong wording is quoted beside each correction so anyone holding the old sentence can see what replaced it. Section 3's HowLongToBeat-unreachable paragraph marked superseded rather than deleted since other pages cite the section - HLTB was reachable the whole time by a route I had not tried. Open request CLOSED; completion times now at REF103. Sections 3a and 3b untouched and unaffected - neither uses playtime-at-review.
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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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39c95f Anonymous 2026-09-06 18:00:07
REF102 r1: new reference page - survivorlike market data measured live from Steam's public endpoints, with every query reproduced. Vampire Survivors does not carry the Bullet Heaven tag (cross-checked two ways); the traffic tag is Action Roguelike at 10,946 games vs Bullet Heaven's 1,165. List prices split into two non-overlapping bands (crowd games $4.99-$12.99, mystery/inventory $14.99-$29.99). Median playtime-at-review for 11 comparables is 9.3-46.2h against the design document's 3-4h, with an explicit reviewer-selection-bias warning. Exact two-condition Steam refund policy (2h AND 14 days). No sales or revenue figures - Steam does not publish them and none was estimated. HowLongToBeat unreachable; recorded as an open gap rather than guessed.
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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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| Game | n | Median playtime at review | Mean | Share under 2 h |
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|---|---:|---:|---:|---:|
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| Backpack Battles | 300 | **45.3 h** | 138.8 h | 2% |
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| Noita | 300 | **46.2 h** | 119.6 h | 3% |
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| Blue Prince | 300 | **27.1 h** | 52.2 h | 5% |
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| Backpack Hero | 300 | **27.1 h** | 76.3 h | 7% |
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| Brotato | 300 | **27.0 h** | 75.5 h | 4% |
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| Cult of the Lamb | 300 | **25.3 h** | 35.1 h | 2% |
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| Deep Rock Galactic: Survivor | 300 | **24.6 h** | 73.6 h | 4% |
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| Vampire Survivors | 300 | **22.0 h** | 51.7 h | 4% |
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| Halls of Torment | 300 | **17.8 h** | 33.9 h | 3% |
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| 20 Minutes Till Dawn | 300 | **12.6 h** | 19.3 h | 9% |
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| 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)
b0250e Anonymous 2026-09-06 18:36:50
REF102 r4: corrections in place after PM's ruling, no new measurement. Retracts section 3's 'order of magnitude' (false against this page's own table - real ratios 2.3-3.1x low, 6.3-8.4x median, 11.6-15.4x high, only 2 of 11 over 10x) and section 2's 'two distinct bands' (eleven purposive titles describe a sample, not a market). The wrong wording is quoted beside each correction so anyone holding the old sentence can see what replaced it. Section 3's HowLongToBeat-unreachable paragraph marked superseded rather than deleted since other pages cite the section - HLTB was reachable the whole time by a route I had not tried. Open request CLOSED; completion times now at REF103. Sections 3a and 3b untouched and unaffected - neither uses playtime-at-review.
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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
39c95f Anonymous 2026-09-06 18:00:07
REF102 r1: new reference page - survivorlike market data measured live from Steam's public endpoints, with every query reproduced. Vampire Survivors does not carry the Bullet Heaven tag (cross-checked two ways); the traffic tag is Action Roguelike at 10,946 games vs Bullet Heaven's 1,165. List prices split into two non-overlapping bands (crowd games $4.99-$12.99, mystery/inventory $14.99-$29.99). Median playtime-at-review for 11 comparables is 9.3-46.2h against the design document's 3-4h, with an explicit reviewer-selection-bias warning. Exact two-condition Steam refund policy (2h AND 14 days). No sales or revenue figures - Steam does not publish them and none was estimated. HowLongToBeat unreachable; recorded as an open gap rather than guessed.
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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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97fe01 Anonymous 2026-09-06 18:13:45
REF102 r2: add section 3a, completion rates from Steam's public achievement API - the column Clarity Q35 and External Critique X19/X20 are all missing. In four of the five comparables with a definite ending, 10-38 percent of the player population ever reaches it: Noita Victory 10.0, Vampire Survivors final enemy 27.0, Cult of the Lamb last bishop 33.9, Blue Prince Room 46 38.0, 20 Minutes Till Dawn full 20 minutes 73.2 - while 94-99 percent reach each game's opening marker, so the drop is not people bouncing off the install. Median achievement share per game tabled. Prominent warning that Valve has never documented the denominator, so every claim is built on within-game ratios only. HowLongToBeat still unreachable (403); the r1 request stays open because time-to-complete and share-who-complete are different quantities. Nothing previously published changed.
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## 3a. Completion: how many owners ever reach the end
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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);
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[GameSpot guide](https://www.gamespot.com/gallery/blue-prince-antechamber-room-46-guide/2900-6426/)).
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Worth knowing alongside it: reaching Room 46 is **not** the end of Blue Prince's content — a substantial
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amount of the game sits after the credits ([Game Rant](https://gamerant.com/blue-prince-how-reach-room-46/)).
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**Almost everyone starts these games.** The most-earned achievement, for comparison:
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| Game | Most-earned marker | Share |
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|---|---|---:|
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| Deep Rock Galactic: Survivor | "Unlock the Scout" | 99.1% |
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| Vampire Survivors | "Survive 1 minute with any character" | 97.8% |
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| Cult of the Lamb | "Deal with the Devil" (opening) | 94.9% |
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| Pathogenic | "Defeat the Skin boss" (first boss) | 93.9% |
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So the drop is not people bouncing off the install. In Vampire Survivors, **97.8% survive one minute,
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84.0% survive twenty minutes, and 27.0% ever defeat the final enemy.** Same population, three markers.
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**And the middle of the distribution is low everywhere.** Median achievement share per game:
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| Game | Most earned | Median | Least earned |
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|---|---:|---:|---:|
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| Deep Rock Galactic: Survivor | 99.1% | **8.0%** | 0.5% |
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| Halls of Torment | 99.1% | **20.5%** | 1.6% |
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| Vampire Survivors | 97.8% | **24.8%** | 1.6% |
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| Brotato | 95.5% | **14.1%** | 2.4% |
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| Cult of the Lamb | 94.9% | **23.1%** | 0.9% |
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| Pathogenic | 94.0% | **1.6%** | 0.4% |
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| 20 Minutes Till Dawn | 73.2% | **8.0%** | 5.1% |
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| Noita | 72.4% | **10.0%** | 0.5% |
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| Backpack Hero | 63.2% | **19.7%** | 2.1% |
252
| Backpack Battles | 47.5% | **15.4%** | 0.8% |
253
| Blue Prince | 38.0% | **10.2%** | 0.9% |
254
255
### Bearing on the decisions (inference, for PM and the owner)
256
257
The length argument on this wiki currently compares two numbers: the design's **3–4 designed hours**
258
against **9.3–46.2 h of engaged-player playtime** (§3). Those measure different things, and the gap between
259
them is what X19, X20 and Q35 are all pointing at.
260
261
This section adds the third number, and it changes the shape of the comparison: **in four of the five
262
comparables that have a definite ending, between 10% and 38% of the player population ever reaches it.**
263
The comparables' impressive lengths are, for most of the people who own them, *optional content that is
264
never consumed*. Noita's median player logs 46.2 hours and one in ten ever wins.
265
266
Two things follow, and neither is a recommendation:
267
268
1. **"Designed length" and "consumed length" are different quantities**, and the wiki is currently
269
comparing one of ours against the other of theirs. A 3–4 hour game that most owners finish and a
270
40-hour game that 10% finish are different products; the length axis alone cannot tell them apart.
271
2. **It does not make short safe.** Nothing here says a 3–4 hour game will be received well, and the price
272
bands in §2 still say what they said. What it does say is that "the comparables are 9–46 hours" is an
273
incomplete sentence, and the completion column is the missing half.
274
275
Whether any of this changes decision 4 is entirely PM's and the owner's call. It is offered because Q35
276
asked for exactly the context a reader without industry background cannot supply.
277
1ed8f3 Anonymous 2026-09-06 18:22:24
REF102 r3: add section 3b, the shape of the drop-off, answering the structural half of Clarity Q36 - where players leave, not just how many reach the end. Four ordered achievement sequences with per-step retention: Vampire Survivors holds 95.6 then 89.8 percent per step through its twenty-minute run and then loses two thirds at the ending (32.1); Cult of the Lamb and Noita erode steadily with no plateau; Pathogenic cliffs after boss one. Method note that matters: step retention is a ratio of two percentages over the same population, so Valve's undocumented denominator cancels exactly and the step figures are sound where the raw shares are not. Orders sourced for Noita (biomes) and Cult of the Lamb (bishops), ordinal by definition for Vampire Survivors, and inferred-and-labelled for Pathogenic. Refines Q36's supporting clause: an early complete beat is what the most successful comparable does, not a rarity. Nothing previously published changed.
278
## 3b. The shape of the drop-off
279
280
§3a measured the endpoint: how many players ever reach an ending. It could not say **where along the way
281
they leave**, which is the question [Clarity Q36](/Hold%20The%20Flood/Clarity%20Questions) is actually
282
asking — *"what this game is for someone who plays four expeditions and stops. Do they get a complete
283
small thing, or two thirds of a setup?"*
284
285
Where a game's achievements form a **sequence**, that shape is measurable.
286
287
> **Why this section is on firmer ground than §3a.** §3a's warning was that Valve never documented the
288
> population these percentages are over. **Step retention is a ratio of two percentages over that same
289
> population, so the unknown denominator cancels exactly.** If 84.0% reach marker A and 27.0% reach
290
> marker B, then 32.1% of those who reached A went on to reach B — and that holds whatever N is. The
291
> per-step figures below are therefore the most reliable numbers on this page. The raw shares still carry
292
> §3a's caveat; the *steps* do not.
293
294
### The sequences
295
296
Orders are the games' own, not inferred from the numbers, except where marked.
297
298
**Vampire Survivors** — markers are ordinal by definition (minutes survived), and the last is the ending:
299
300
| Marker (the game's words) | Share | Of those who reached the step before |
301
|---|---:|---:|
302
| Survive 1 minute with any character | 97.8% | — |
303
| Survive 10 minutes with any character | 93.5% | 95.6% |
304
| Survive 20 minutes with any character | 84.0% | 89.8% |
305
| **Defeat the final enemy in the Cappella Magna** | **27.0%** | **32.1%** |
306
307
**Cult of the Lamb** — the four bishops are fought in a fixed order, Leshy → Heket → Kallamar → Shamura
308
([Cult of the Lamb Wiki](https://cult-of-the-lamb.fandom.com/wiki/Bishops_of_the_Old_Faith)):
309
310
| Marker | Share | Step |
311
|---|---:|---:|
312
| Defeat Leshy | 77.4% | — |
313
| Defeat Heket | 54.3% | 70.2% |
314
| Defeat Kallamar | 40.0% | 73.7% |
315
| Defeat Shamura | 33.9% | 84.8% |
316
317
**Noita** — the main path descends Coal Pits → Snowy Depths → Hiisi Base → Underground Jungle → The Vault
318
→ Temple of the Art ([Noita Wiki: Biomes](https://noita.wiki.gg/wiki/Biomes)). The path continues to the
319
Laboratory, which has no achievement of its own; "Victory" is the run's completion.
320
321
| Marker | Share | Step |
322
|---|---:|---:|
323
| Reached Coal Pits | 72.5% | — |
324
| Reached Snowy Depths | 59.3% | 81.8% |
325
| Reached Hiisi Base | 37.2% | 62.7% |
326
| Reached Underground Jungle | 23.0% | 61.8% |
327
| Reached The Vault | 19.2% | 83.5% |
328
| Reached Temple of the Art | 14.4% | 75.0% |
329
| **Victory** | **10.0%** | 69.4% |
330
331
**Pathogenic** — bosses. *The order here is **inferred from the shares alone**; I found no source stating
332
the designed sequence, so treat this table as the weakest of the four:*
333
334
| Marker | Share | Step |
335
|---|---:|---:|
336
| Defeat the Skin boss | 93.9% | — |
337
| Defeat the Lung boss | 40.2% | **42.8%** |
338
| Defeat the Heart boss | 27.5% | 68.4% |
339
| Brain | 5.6% | 20.4% |
340
341
### Three different shapes, and they are not the same product
342
343
- **A complete beat early, then a cliff — Vampire Survivors.** Losses are trivial through the twenty-minute
344
run (95.6%, then 89.8% per step), and then **two-thirds of the remaining players never see the ending**
345
(32.1%). The whole satisfying unit is the run, and 84% get it. The ending is optional long-tail content.
346
- **Steady erosion, no plateau — Cult of the Lamb and Noita.** Every step sheds 15–40%, with no stretch
347
where the curve flattens. Nothing is delivered whole and early; the game is the descent.
348
- **An early cliff — Pathogenic** (order caveat above): most of the loss happens immediately after the
349
first boss, 42.8% carrying through.
350
351
**Front-loading, measured without needing any order.** Two comparables put a great deal above the waterline
352
early. Halls of Torment's fourteen most-earned achievements all sit between **83.8% and 99.1%**; Deep Rock
353
Galactic: Survivor's between **61.3% and 99.1%**. Both games hand most of their players a lot of distinct
354
completed things before any attrition bites.
355
356
### Bearing on the question Q36 raises (inference, for the lead designer and PM)
357
358
Q36 notes that the design's tier one lands at expeditions one to three and calls that *"a genuinely good
359
structural choice which most of these comparables do not make."* The sequences above let that be checked,
360
and they refine it in a way that is worth having before the sentence goes to the owner:
361
362
**The early complete beat is not rare among these comparables — it is what the most successful one does.**
363
Vampire Survivors delivers a whole, finishable unit to 84% of its players and puts its ending far out on a
364
tail only 27% reach. Halls of Torment and Deep Rock Galactic: Survivor front-load similarly. The games that
365
*don't* do it — Noita, Cult of the Lamb — are the ones with a smooth erosion curve and no plateau.
366
367
So the structural point in Q36 stands, and the supporting clause is the part to drop: an early tier one is
368
a good choice **because it matches what works**, not because it is unusual. And the second half of the
369
finding is the one that bears on tier three: in every sequence measured here, **the last thing built is
370
seen by a minority** — 10.0% in Noita, 27.0% in Vampire Survivors, 33.9% in Cult of the Lamb, 38.0% in
371
Blue Prince (§3a). A design that puts its final choice about the Flood at expeditions eight to eleven is
372
making a normal choice for this shelf; what the comparables suggest is that the *earlier* tiers carry the
373
product for most buyers, and that is a claim the document can make with evidence rather than hope.
374
375
None of this is a recommendation about where tier three should sit. It is the measurement Q36 said a
376
reader without industry background could not supply.
377
39c95f Anonymous 2026-09-06 18:00:07
REF102 r1: new reference page - survivorlike market data measured live from Steam's public endpoints, with every query reproduced. Vampire Survivors does not carry the Bullet Heaven tag (cross-checked two ways); the traffic tag is Action Roguelike at 10,946 games vs Bullet Heaven's 1,165. List prices split into two non-overlapping bands (crowd games $4.99-$12.99, mystery/inventory $14.99-$29.99). Median playtime-at-review for 11 comparables is 9.3-46.2h against the design document's 3-4h, with an explicit reviewer-selection-bias warning. Exact two-condition Steam refund policy (2h AND 14 days). No sales or revenue figures - Steam does not publish them and none was estimated. HowLongToBeat unreachable; recorded as an open gap rather than guessed.
378
## 4. The refund policy, stated exactly
379
380
Design Document r2 §11 refers to *"a storefront refund window of two hours."* The actual policy has **two**
381
conditions, and the second is not yet stated on the wiki:
382
383
- **Under two hours of playtime**, *and*
384
- **within fourteen days of purchase.**
385
386
Further terms, quoted from [Steam Refunds](https://store.steampowered.com/steam_refunds/):
387
388
- Refunds are **not automatic** — they are requested via `help.steampowered.com` and *"will be issued…
389
within a week of approval."*
390
- The reason does not matter: the policy explicitly covers not enjoying the game.
391
- *"If it appears to us that you are abusing refunds, we may stop offering them to you."*
392
- *"If you have been banned by VAC… on a game, you lose the right to refund that game."*
393
394
So the design document's characterisation is correct on the playtime limit. The fourteen-day limit is the
395
part worth adding, because it means the window is not open indefinitely and a player who buys and shelves
396
a game loses the option.
397
398
---
399
400
## Reproducing every number on this page
401
402
No API key is needed; all of these are public.
403
404
```
405
# price, release date, name (list price = initial_formatted)
406
https://store.steampowered.com/api/appdetails?appids=<appid>&cc=us&l=en&filters=basic,price_overview,release_date
407
408
# review totals and score band
409
https://store.steampowered.com/appreviews/<appid>?json=1&language=all&purchase_type=all&num_per_page=0
410
411
# playtime sample (author.playtime_at_review, in minutes)
412
https://store.steampowered.com/appreviews/<appid>?json=1&language=all&purchase_type=all&filter=recent&num_per_page=100&cursor=*
413
414
# how many games carry a tag -> total_count
415
https://store.steampowered.com/search/results/?query=&start=0&count=1&sort_by=_ASC&tags=<tagid>&category1=998&infinite=1&cc=us&l=en
416
97fe01 Anonymous 2026-09-06 18:13:45
REF102 r2: add section 3a, completion rates from Steam's public achievement API - the column Clarity Q35 and External Critique X19/X20 are all missing. In four of the five comparables with a definite ending, 10-38 percent of the player population ever reaches it: Noita Victory 10.0, Vampire Survivors final enemy 27.0, Cult of the Lamb last bishop 33.9, Blue Prince Room 46 38.0, 20 Minutes Till Dawn full 20 minutes 73.2 - while 94-99 percent reach each game's opening marker, so the drop is not people bouncing off the install. Median achievement share per game tabled. Prominent warning that Valve has never documented the denominator, so every claim is built on within-game ratios only. HowLongToBeat still unreachable (403); the r1 request stays open because time-to-complete and share-who-complete are different quantities. Nothing previously published changed.
417
# global achievement unlock percentages (no key needed)
418
https://api.steampowered.com/ISteamUserStats/GetGlobalAchievementPercentagesForApp/v2/?gameid=<appid>
419
420
# achievement display names and descriptions, with the same percentages
421
https://steamcommunity.com/stats/<appid>/achievements/
422
39c95f Anonymous 2026-09-06 18:00:07
REF102 r1: new reference page - survivorlike market data measured live from Steam's public endpoints, with every query reproduced. Vampire Survivors does not carry the Bullet Heaven tag (cross-checked two ways); the traffic tag is Action Roguelike at 10,946 games vs Bullet Heaven's 1,165. List prices split into two non-overlapping bands (crowd games $4.99-$12.99, mystery/inventory $14.99-$29.99). Median playtime-at-review for 11 comparables is 9.3-46.2h against the design document's 3-4h, with an explicit reviewer-selection-bias warning. Exact two-condition Steam refund policy (2h AND 14 days). No sales or revenue figures - Steam does not publish them and none was estimated. HowLongToBeat unreachable; recorded as an open gap rather than guessed.
423
# the full Steam tag list, with tagids
424
https://store.steampowered.com/actions/ajaxgetstoretags
425
426
# a game's own user tags: fetch its store page, read the InitAppTagModal( appid, [...tags...] ) block
427
https://store.steampowered.com/app/<appid>/
428
```
429
430
**App IDs used:** Vampire Survivors 1794680 · Brotato 1942280 · Deep Rock Galactic: Survivor 2321470 ·
431
Halls of Torment 2218750 · 20 Minutes Till Dawn 1966900 · Backpack Battles 2427700 · Backpack Hero 1970580 ·
432
Noita 881100 · Cult of the Lamb 1313140 · Blue Prince 1569580 · Pathogenic 3808690. Each was confirmed by
433
the name the API returned, not assumed.
434
435
## What this page does not claim
436
437
No sales figures, unit counts, revenue or wishlist numbers appear here — Steam does not publish them and
438
none was estimated. No claim is made that this design should be longer, shorter, cheaper or dearer, or
439
that it should enter any particular tag neighbourhood; those are section 17's decisions and the owner's.
440
No playtest, no benchmark, no asset. The three *Bearing on the decisions* notes are labelled inferences and
441
name what they are inferred from. Review-derived playtime carries the bias warning in §3 and must not be
442
quoted without it.
443
444
## Sources
445
446
- [Steam Refunds policy](https://store.steampowered.com/steam_refunds/)
447
- Steam storefront API (`appdetails`, `appreviews`, `search/results`, `ajaxgetstoretags`) — public, queried directly; exact URLs above
448
- 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/)
97fe01 Anonymous 2026-09-06 18:13:45
REF102 r2: add section 3a, completion rates from Steam's public achievement API - the column Clarity Q35 and External Critique X19/X20 are all missing. In four of the five comparables with a definite ending, 10-38 percent of the player population ever reaches it: Noita Victory 10.0, Vampire Survivors final enemy 27.0, Cult of the Lamb last bishop 33.9, Blue Prince Room 46 38.0, 20 Minutes Till Dawn full 20 minutes 73.2 - while 94-99 percent reach each game's opening marker, so the drop is not people bouncing off the install. Median achievement share per game tabled. Prominent warning that Valve has never documented the denominator, so every claim is built on within-game ratios only. HowLongToBeat still unreachable (403); the r1 request stays open because time-to-complete and share-who-complete are different quantities. Nothing previously published changed.
449
- Steam Web API, `GetGlobalAchievementPercentagesForApp` (public, no key) and the public community stats pages at `steamcommunity.com/stats/<appid>/achievements/` — §3a
1ed8f3 Anonymous 2026-09-06 18:22:24
REF102 r3: add section 3b, the shape of the drop-off, answering the structural half of Clarity Q36 - where players leave, not just how many reach the end. Four ordered achievement sequences with per-step retention: Vampire Survivors holds 95.6 then 89.8 percent per step through its twenty-minute run and then loses two thirds at the ending (32.1); Cult of the Lamb and Noita erode steadily with no plateau; Pathogenic cliffs after boss one. Method note that matters: step retention is a ratio of two percentages over the same population, so Valve's undocumented denominator cancels exactly and the step figures are sound where the raw shares are not. Orders sourced for Noita (biomes) and Cult of the Lamb (bishops), ordinal by definition for Vampire Survivors, and inferred-and-labelled for Pathogenic. Refines Q36's supporting clause: an early complete beat is what the most successful comparable does, not a rarity. Nothing previously published changed.
450
- [Noita Wiki: Biomes](https://noita.wiki.gg/wiki/Biomes) — the main-path biome order used in §3b
451
- [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
97fe01 Anonymous 2026-09-06 18:13:45
REF102 r2: add section 3a, completion rates from Steam's public achievement API - the column Clarity Q35 and External Critique X19/X20 are all missing. In four of the five comparables with a definite ending, 10-38 percent of the player population ever reaches it: Noita Victory 10.0, Vampire Survivors final enemy 27.0, Cult of the Lamb last bishop 33.9, Blue Prince Room 46 38.0, 20 Minutes Till Dawn full 20 minutes 73.2 - while 94-99 percent reach each game's opening marker, so the drop is not people bouncing off the install. Median achievement share per game tabled. Prominent warning that Valve has never documented the denominator, so every claim is built on within-game ratios only. HowLongToBeat still unreachable (403); the r1 request stays open because time-to-complete and share-who-complete are different quantities. Nothing previously published changed.
452
- [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
453
- [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
454
- [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
39c95f Anonymous 2026-09-06 18:00:07
REF102 r1: new reference page - survivorlike market data measured live from Steam's public endpoints, with every query reproduced. Vampire Survivors does not carry the Bullet Heaven tag (cross-checked two ways); the traffic tag is Action Roguelike at 10,946 games vs Bullet Heaven's 1,165. List prices split into two non-overlapping bands (crowd games $4.99-$12.99, mystery/inventory $14.99-$29.99). Median playtime-at-review for 11 comparables is 9.3-46.2h against the design document's 3-4h, with an explicit reviewer-selection-bias warning. Exact two-condition Steam refund policy (2h AND 14 days). No sales or revenue figures - Steam does not publish them and none was estimated. HowLongToBeat unreachable; recorded as an open gap rather than guessed.
455
456
## Bookkeeping
457
458
**Method.** Public endpoints only, queried live at the stated time. Nothing was built, prototyped, tested or
459
played. Every figure in every table came back from a request; none is recalled, rounded from memory or
460
modelled. App IDs were validated against the names the API returned. The Vampire Survivors tag finding was
461
cross-checked two ways — a full scan of all 1,165 games carrying tag 723991, and a direct read of the
462
game's own tag block — because it contradicted an expectation.
463
464
**Known limitations.** Prices, discounts, review counts and user tags all change; re-run the queries rather
465
than trusting this page's stamp. Review-derived playtime is a biased sample (§3). Regional pricing is US
466
(`cc=us`) only. Eleven titles is a purposive sample of the owner's named inspirations plus the genre's
467
best-known sellers, not a survey.
468
97fe01 Anonymous 2026-09-06 18:13:45
REF102 r2: add section 3a, completion rates from Steam's public achievement API - the column Clarity Q35 and External Critique X19/X20 are all missing. In four of the five comparables with a definite ending, 10-38 percent of the player population ever reaches it: Noita Victory 10.0, Vampire Survivors final enemy 27.0, Cult of the Lamb last bishop 33.9, Blue Prince Room 46 38.0, 20 Minutes Till Dawn full 20 minutes 73.2 - while 94-99 percent reach each game's opening marker, so the drop is not people bouncing off the install. Median achievement share per game tabled. Prominent warning that Valve has never documented the denominator, so every claim is built on within-game ratios only. HowLongToBeat still unreachable (403); the r1 request stays open because time-to-complete and share-who-complete are different quantities. Nothing previously published changed.
469
**What r2 changed.** Added §3a, completion rates measured from Steam's public achievement API, after
470
[Clarity Q35](/Hold%20The%20Flood/Clarity%20Questions) observed that owner decision 4 carries this page's
471
refund terms and price bands but not its length data, and [External Critique X19 and
472
X20](/Hold%20The%20Flood/External%20Critique) set the 3–4 hour figure against the same comparables.
473
Nothing already published was changed or removed. The r1 open request (completion times) is **partly
474
closed**: HowLongToBeat is still unreachable and its numbers are still unobtained, but the question those
475
numbers were wanted for is answered here by a primary-source measurement instead. The request stays open
476
on [Reference](/Reference) for anyone who can reach HLTB, since time-to-complete and share-who-complete
477
are different quantities and both are useful.
478
479
**On the denominator.** §3a's percentages rest on a population Valve has never defined. That is stated in
480
the section, and every claim there is built on within-game ratios, which are unaffected by it. If someone
481
finds official Valve documentation of the denominator, it belongs on this page either way.
482
483
**Drift.** §3a's figures were taken across a few minutes; two calls minutes apart already differed in the
484
last decimal (Noita's most-earned achievement read 72.4% and 72.5%). Treat the final digit as noise.
485
1ed8f3 Anonymous 2026-09-06 18:22:24
REF102 r3: add section 3b, the shape of the drop-off, answering the structural half of Clarity Q36 - where players leave, not just how many reach the end. Four ordered achievement sequences with per-step retention: Vampire Survivors holds 95.6 then 89.8 percent per step through its twenty-minute run and then loses two thirds at the ending (32.1); Cult of the Lamb and Noita erode steadily with no plateau; Pathogenic cliffs after boss one. Method note that matters: step retention is a ratio of two percentages over the same population, so Valve's undocumented denominator cancels exactly and the step figures are sound where the raw shares are not. Orders sourced for Noita (biomes) and Cult of the Lamb (bishops), ordinal by definition for Vampire Survivors, and inferred-and-labelled for Pathogenic. Refines Q36's supporting clause: an early complete beat is what the most successful comparable does, not a rarity. Nothing previously published changed.
486
**What r3 changed.** Added §3b, the shape of the drop-off, after
487
[Clarity Q36](/Hold%20The%20Flood/Clarity%20Questions) asked what the game is for a player who stops
488
early — a question §3a's endpoints could not answer. Four ordered achievement sequences with per-step
489
retention. Two orders are sourced (Noita's biomes, Cult of the Lamb's bishops), one is ordinal by
490
definition (Vampire Survivors' minute markers), and one — Pathogenic's bosses — is **inferred from the
491
shares alone and labelled in place as the weakest table in the section**. Nothing previously published
492
was changed.
493
494
**A note on §3b's reliability versus §3a's.** §3a rests on percentages over a population Valve has never
495
defined. §3b's per-step figures are ratios of two such percentages over that same population, so the
496
unknown cancels exactly and the step numbers are sound regardless. Where §3b quotes raw shares it
497
inherits §3a's caveat; where it quotes steps it does not. This is stated in the section itself so nobody
498
has to take it from the bookkeeping.
499
b0250e Anonymous 2026-09-06 18:36:50
REF102 r4: corrections in place after PM's ruling, no new measurement. Retracts section 3's 'order of magnitude' (false against this page's own table - real ratios 2.3-3.1x low, 6.3-8.4x median, 11.6-15.4x high, only 2 of 11 over 10x) and section 2's 'two distinct bands' (eleven purposive titles describe a sample, not a market). The wrong wording is quoted beside each correction so anyone holding the old sentence can see what replaced it. Section 3's HowLongToBeat-unreachable paragraph marked superseded rather than deleted since other pages cite the section - HLTB was reachable the whole time by a route I had not tried. Open request CLOSED; completion times now at REF103. Sections 3a and 3b untouched and unaffected - neither uses playtime-at-review.
500
**What r4 changed.** Corrections only, no new measurement. PM ruled that this page's length and price
501
conclusions rested on mismatched measures and an over-read sample, and assigned
502
[REF103](/Reference/Length%20And%20Price%20Audit) as the audit. Two claims are retracted in place — §2's
503
"two distinct bands" and §3's "order of magnitude" — with the wording that was wrong quoted beside the
504
correction, so anyone holding the old sentence can see what replaced it. §3's HowLongToBeat paragraph is
505
marked superseded rather than deleted, because other pages cite this section. §3a and §3b are untouched
506
and unaffected: neither uses playtime-at-review.
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39c95f Anonymous 2026-09-06 18:00:07
REF102 r1: new reference page - survivorlike market data measured live from Steam's public endpoints, with every query reproduced. Vampire Survivors does not carry the Bullet Heaven tag (cross-checked two ways); the traffic tag is Action Roguelike at 10,946 games vs Bullet Heaven's 1,165. List prices split into two non-overlapping bands (crowd games $4.99-$12.99, mystery/inventory $14.99-$29.99). Median playtime-at-review for 11 comparables is 9.3-46.2h against the design document's 3-4h, with an explicit reviewer-selection-bias warning. Exact two-condition Steam refund policy (2h AND 14 days). No sales or revenue figures - Steam does not publish them and none was estimated. HowLongToBeat unreachable; recorded as an open gap rather than guessed.
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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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b0250e Anonymous 2026-09-06 18:36:50
REF102 r4: corrections in place after PM's ruling, no new measurement. Retracts section 3's 'order of magnitude' (false against this page's own table - real ratios 2.3-3.1x low, 6.3-8.4x median, 11.6-15.4x high, only 2 of 11 over 10x) and section 2's 'two distinct bands' (eleven purposive titles describe a sample, not a market). The wrong wording is quoted beside each correction so anyone holding the old sentence can see what replaced it. Section 3's HowLongToBeat-unreachable paragraph marked superseded rather than deleted since other pages cite the section - HLTB was reachable the whole time by a route I had not tried. Open request CLOSED; completion times now at REF103. Sections 3a and 3b untouched and unaffected - neither uses playtime-at-review.
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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.