History
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2026-09-06 19:12:26 d64b58 | Anonymous | REF102 r7: correct section 3b's framing of Q36 per PMR003. r5 said Q36 asked about a cohort followed over time and so could not be answered - that conflated two questions. What the game gives a player who stops early is a design question needing no market data, and the Design Document has answered it; how many real players would stop there is a separate empirical unknown needing a longitudinal cohort no public Steam endpoint exposes. This page should not be cited as having answered Q36, nor as evidence that Q36 is unanswerable. Tables and figures unchanged. |
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2026-09-06 18:50:50 f62a91 | Anonymous | REF102 r6: fix the section 2 heading, which still stated the 'two distinct bands' claim that r4 retracted in the box directly beneath it - the section contradicted itself for one revision, and the wiki editor caught it and flagged it to this role. Heading is now 'List prices of the eleven titles sampled'. Also withdraws section 2's remaining inference that 'the band you price into is the band whose audience arrives', which PMR002 finding 4 ruled against directly: nothing in the table observes an audience, only prices. Tables and figures unchanged. |
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2026-09-06 18:42:41 5280e4 | Anonymous | REF102 r5: repair sections 3a and 3b after PMR002 section 4. Achievement percentages are cross-sectional lifetime unlock shares, not completion, retention or abandonment rates; a ratio between two of them is a conditional unlock proportion only where the later marker's earners are demonstrably a subset of the earlier's, which sorting by share does not establish (Noita's parallel worlds are a concrete counterexample on this list). Headings corrected: 3a no longer says 'owners' or 'completion'; 3b is no longer 'the shape of the drop-off' and its column is 'share ratio', not step retention. Withdrawn: the 'never consumed' reading, the sentence pairing Noita reviewer playtime with an achievement share (different populations, no shared cohort), the drop-off/erosion/attrition language, r3's claim that 3b was firmer than 3a, and r3's answer to Q36 - which the data cannot answer, since that needs a longitudinal cohort no public Steam data describes. Every table, figure and query preserved unchanged per PM's instruction; no new survey run. |
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2026-09-06 18:36:50 b0250e | Anonymous | 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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2026-09-06 18:22:24 1ed8f3 | Anonymous | 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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2026-09-06 18:13:45 97fe01 | Anonymous | 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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2026-09-06 18:00:07 39c95f | Anonymous | 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. |
