SCP: Escape Together
The first 3 hours are a test
What the data shows
- In the first 2 hours 1 in 2 reviews are negative (50%); after 3h it's 1 in 9 (11%).
- The opening is criticised more than in 78% of games we track.
- 13% of players who start reach the ending.
- Most players drop off before “Freedom” (Escape the facility): only 13% of starters get there.
- Only 8% of owners have even the first achievement — the rest barely played.
When it gets good
Share of positive reviews by how many hours the reviewer had played when writing the review.
before it gets good opening up fully opened up
Based on all 3,571 Steam reviews in every language. Median playtime in a sample of 300 reviews: 3.2h for positive, 0.5h for negative. Almost every game is rated lower in the first 2–3 hours: that window includes refunds and quick first impressions. What matters is how deep the dip is and how fast the game recovers.
Where players quit
Share of players who started the game and reached each story milestone. 100% is the most common achievement (8.3% of owners), so people who bought the game and never launched it don't count.
- Started playing 100%
- Freedom Escape the facility. Most players quit here 13% −87
story milestone ending biggest drop-off
Story milestones were labeled by AI from achievement names and descriptions; mistakes are possible.
All achievements (10)
story milestone ending side
- Where Am I? Escape the Pocket Dimension. 100%
- Heavy Thinking Enter Heavy Containment Zone (without going through the pocket dimension). 28%
- Loneliness Be alone for more than 10 minutes. 28%
- Spotless Recontain SCP-106. 16%
- Architect Create and save a custom map with 15 or more rooms. 13%
- Just The Beginning Enter Entrance Zone. 13%
- Freedom Escape the facility. 13%
- That Actually Worked? Drink a drink from SCP-294. 11%
- I Work Alone Kill another player, directly or indirectly. 9.6%
- The Secret Drink Delicious. 8.4%