AdventureIndie
Technobabylon
Give it 1 hour
Gets good by 1h almost every game dips in hours 2–3
Fully opens up by 10h rated like by long-time players
Started playing 58% of owners
Steam reviews 94% positive of 1,642
What the data shows
- In the first 2 hours almost 1 in 2 reviews are negative (40%); after 10h it's 1 in 35 (3%).
- Fully opens up by hour 10.
- Few early reviews, so this is a rough estimate.
- Only 58% 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 1,651 Steam reviews in every language. Median playtime in a sample of 299 reviews: 12.6h for positive, 6.7h 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 (58.1% of owners), so people who bought the game and never launched it don't count.
Story milestones aren't labeled yet; all achievements are listed below.
All achievements (40)
- Prisoner of Consciousness Part 1 complete 100%
- Suicide City Part 2 complete 79%
- Silver Tongue Successfully talked the bomber down 72%
- Fission Part 3 complete 71%
- Meeting of Minds Part 4 complete 68%
- Hippocratic Oath A career in medicine awaits 65%
- Germination Part 5 complete 63%
- Crisis of Consciouness Part 6 complete 61%
- Jahiliyyah Part 7 complete 59%
- I don't need no ticket Find another route into the Trance Den 58%
- Flesh Drive Part 8 complete 57%
- Dramatically cleaned a screaming pile of biscuits Cured Martin Niester on the first try 57%
- Ripper Part 9 complete 56%
- Runtime Game complete 53%
- I Needed That Don't blame him one bit 51%
- Bombs Away They shouldn't have left that there in the first place... 51%
- Three-in-One Subject Chantelle to all three personalities 50%
- Civic Continuity Returned city control to Central 46%
- Justice for all Successfully arrest the Mindjacker 45%
- Ninja Entered the Trance Den using the power of shadows 44%
- Middle Management Got the door code at Animus 42%
- Dave Goldfarb Only give Stepford's personality to the restaurant guard 37%
- The Right One for the Job Make use of Lao's skills to open Van Der Wall's door 34%
- Mental Arithmetic Get the crate-weight correct by the second attempt 33%
- Super Latha Bros Entered the trance den by fulfilling the bouncer's request 33%
- Elliot Ness approach Bust Van der Waal's door open 32%
- B& Disconnected the dancers via non-destructive means 30%
- Brave New World Nina's argument was most persuasive. 27%
- Official Procedure Call Central for Help 20%
- Guilt Trip Remind Dr Chigwa of what's really important 20%
- Mincemeat The Mindjacker meets his gruesome end 20%
- Hopeless Neutralize the bomber 18%
- Sorry wrong number Make ten calls to random numbers 13%
- Shooting Gallery Got through the conveyor room and back undetected 13%
- Winners don't use drugs Win a game of gravball without sabotaging your opponent 13%
- Microbiologist Didn't analyze a single incorrect sample at Vickerman 13%
- Placebo Effect He won't know the difference... 12%
- Guarded by Fate Survive up to Part 9 without dying once 7.4%
- Unpersuasive An explosive result 6.9%
- Talking Heads Played through the game with the commentary on 5.3%
Steam page Updated: 2026-10-20.