Trophy and achievement stats

Unlock rates tell you things no guide does: the exact point where people abandon a playthrough, which trophy really stops a platinum and how many of those who finish a game go all the way. This is where we publish that analysis, built on the real data of 455,059 players.

The EveryTrophy team21 studies published

Published studies

How Many Players Actually Get the Platinum
We measured the real share of players who earn the platinum across 12 games. It ranges from 4.49% to 42.40%, and the number of trophies does not explain the gap.
Every Game Has a Wall: Where Players Quit
Across 13 measured games we pinpoint where the most players stop playing. Crimson Desert loses 36 points in a single trophy; Resident Evil Requiem, 6.
Where Players Quit Battlefield 6
The most common trophy in Battlefield 6 is held by only 65.96%, and the one for the first campaign mission is already down to 43.41%. We analysed all 54 trophies across 67,895 players to see where the curve breaks in a game most people come to play online.
Where Players Quit Ghost of Yōtei
66.45% finish the story and 42.40% take the platinum, the most common of every platinum we have measured. We analysed all 62 trophies across 58,823 players to explain why this curve has almost no steps in it.
Where Players Quit Forza Horizon 6
The biggest drop in the whole game is 8.20 points: Forza Horizon 6 does not have a quitting point, it has a slope. We analysed all 57 achievements across 53,208 Xbox and PC players to see how an open world with no ending behaves.
Where Players Quit Resident Evil Requiem
It is the smoothest curve we have measured: the biggest drop between two platinum trophies is 6.56 points and 39.63% have the platinum. We analysed all 50 trophies across 28,341 players to explain why there is no single point here where players break.
Where Players Quit Borderlands 4
The biggest step in Borderlands 4 is 13.22 points, and it does not land on a challenge: it lands on reaching level 30, dropping from 79.84% to 66.62%. We analysed all 53 trophies across 20,389 players to see where a looter-shooter run falls apart.
Where Players Quit Kingdom Come: Deliverance II
The most common trophy is held by 91.22% and the next one already by only 68.28%: 22.94 points lost at once, the biggest collapse in the game. We analysed all 84 trophies across 18,197 players to see why the longest trophy list on the site does not have the rarest platinum.
Where Players Quit Hollow Knight: Silksong
Silksong has 34 trophies, the shortest list on the whole site, and even so only 10.16% get the platinum. We analysed those 34 trophies across 18,266 players to see where the curve breaks: the biggest drop in the game is 9.08 points and it comes long before the ending.
Where Players Quit Dying Light: The Beast
50.01% finish the story of Dying Light: The Beast, but only 15.98% get the platinum. We analysed all 43 trophies across 13,726 players to pinpoint exactly where a run falls apart: a 14.09-point drop that is not in the campaign.
Where Players Quit Ninja Gaiden 4
The platinum is held by 14.46% and the most common trophy by 100%, but between the two there is no cliff: the biggest drop on the whole list is 9.45 points. And it does not land in the story, but between two technique trophies, measured across 6,114 players.
Where Players Quit Little Nightmares III
74.53% of players finish the story of Little Nightmares III, but only 21.16% take the platinum. Its biggest drop is 12.87 points and it is not in the story: it is in a hidden secret, measured across 5,478 players.
Where Players Quit Octopath Traveler 0
46.73% reach the end of the journey and 35.80% take the platinum, the third most common on the whole site. We analysed all 37 trophies across 2,112 players, and the biggest drop in the game, just 7.53 points, is not in the story: it is in the town of Wishvale.
Where Players Quit Crimson Desert
Only 18.99% of players finish the story and 4.49% get the platinum. We analysed the unlock rate of all 35 trophies across 22,166 players to find the exact points where the playthrough breaks down.
Where Players Quit Silent Hill f
65.13% finish the story but only 29% come back for the second ending. We analysed all 57 trophies across 19,366 players to find the exact point where the platinum is decided.
Star Wars: Zero Company Drop-off Curve
We are measuring the unlock rate of all 53 trophies every week from launch day onwards, to answer a question no site answers: where people stop playing.
Where Players Quit Pragmata
51.9% finish the story and 4.9% take the platinum. We analysed all 36 trophies across 28,866 players to explain why the big drop is not in the campaign but in what comes after it.
Where Players Quit Saros
34.3% finish the story and 7.3% take the platinum: for a roguelite, two very high figures. We analysed all 54 trophies across 20,709 players to explain why the eight bosses do not break the curve.
Where Players Quit 007 First Light
54.4% finish the story and only 3.4% take the platinum of a 2-out-of-10 game. We analysed all 38 trophies across 39,987 players to explain a curve whose biggest step is not difficulty: it is trophies that do not unlock.
Where Players Quit Assassin's Creed Black Flag Resynced
27.2% finish the story and 3.8% take the platinum. We analysed all 50 trophies across 29,210 players to explain a curve with no big steps: nobody quits the game at once, they trickle away across a 40-hour map.
Where Players Quit Resonance: A Plague Tale Legacy
Four days after launch, 13.2% had finished the story and 1.4% had the platinum. We analysed all 37 trophies across 1,284 players: a small sample that already shows where the campaign's three steps are.

Where this data comes from

Every trophy on the site carries its real unlock rate, and those percentages come from player samples, not from estimates. On each page we state the source and the sample size, because 4% over 300 players and 4% over 60,000 are not the same data.

From there the interesting part is not the isolated number but the curve: what happens between one story trophy and the next. That is where the drop-offs, the difficulty walls and the collectibles people leave half done show up.

The games we are measuring

Every game page has its own stats block, with the trophies fewest people have and the percentage that reaches the end.