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.

Status: publishedPublished on 14/09/2026Updated on 14/09/2026Figures reusable with credit and a link to EveryTrophy (CC BY 4.0)

The sample

Players measured
28,866
Trophies
36
Finish the story
51.90%
Get the platinum
4.90%

PSNProfiles (PS5) · snapshot from 14/09/2026

The biggest drop, 13.9 points, sits where the collectible work begins

The biggest drop between two consecutive trophies on the curve is 13.9 points: from the 48.2% of Escape Artist, every escape hatch, to the 34.3% of Clean Up on Aisle Three. It is larger than the game's entry toll — the first step, from 95.1% to 94.1%, is one point — and larger than any stretch of the story.

What sits on that side of the curve is not difficulty: it is the trophies that demand covering the whole map. Cradle Surveyor, 100% of one sector, is at 53.5%; Mini-Hunter Supreme, the 15 Mini Cabins, at 13.8%; Master of the Simulator, all 30 sims, at 13.4%.

And the figure that confirms it: Our Promise is held by 51.9% and The Right Man for the Job, the epilogue, by 17.0%. The epilogue requires 100% of the collectibles in every sector, even though no description says so. Two out of three people who finish Pragmata never go back for them.

Key

Pragmata's curve does not break at a boss: it breaks on the map. The three rarest trophies below Lunatic are collectibles, not combat.

Lunatic is the platinum: 5.2% against 4.9%

The last step of the curve is 8.2 points: from the 13.4% of Master of the Simulator to the 5.2% of Lunar Supremacy, finishing the game on Lunatic. And from 5.2% to the platinum's 4.9% there are only three tenths.

That distance says two things. First: almost everyone who clears Lunatic takes the platinum, because by then they have done everything else. Second: almost nobody reaches Lunatic with the rest still pending. It is the run's final trophy, not just another one.

The reason it is the wall is in the game itself: Lunatic unlocks after finishing once, but is not available in New Game+. The second run starts without the first run's weapons or upgrades, and the final boss with that difficulty's health bar is where most attempts break. Of those who finish the story once, one in ten finishes it on Lunatic.

The story loses half, but almost all of it in the first third

The nine story trophies run from the 95.1% of Rendezvous to the 51.9% of Our Promise: half of those who reach the Shelter finish the game. But that drop is unevenly spread.

From the Shelter to The Purr-fect Guide, the Comms Tower, 16.7 points are lost: it is the stretch where the shoot-and-hack-at-once system on the face buttons decides whether the game hooks you. From there to Awakening, fixing Diana, another 18.8 points across four trophies. And from Awakening to the end, only 7.7 points: Mission Unveiled and Awakening sit two tenths apart, and whoever takes down the Sentinel (53.5%) finishes (51.9%).

The story group averages 69.5%, practically the same as the Shelter group (69.5%): talking to Diana, gifting REMs and playing hide-and-seek has the same uptake as advancing. Where the average falls is exploration (54.7%) and combat (42.3%), the two groups that require searching rather than following.

All 36 trophies ranked by unlock rate

The full table you can reproduce any calculation on this page from. The «drop» column is the difference in points against the previous trophy that counts towards the platinum: the big steps are where people stop playing. Trophies marked separate are from DLC or from side modes that are not needed for the platinum, so they do not chain a drop — mixing them in would compare steps from different playthroughs.

#TrophyRank%Drop
1RendezvousBronze95.10%
2Small TalkBronze94.10%−1.00
3For Me?Bronze89.40%−4.70
4Power TripBronze88.60%−0.80
5Thanks for Everything!Bronze84.20%−4.40
6Wall? What Wall?Bronze80.50%−3.70
7Red-Zoned and Loving ItSilver79.90%−0.60
8The Purr-fect GuideBronze78.40%−1.50
9Well Spotted!Bronze73.40%−5.00
10Mister SimulatorBronze72.20%−1.20
11Another PragmataBronze70.80%−1.40
12Round 'Em UpSilver70.80%−0.00
13Blackout!Silver69.80%−1.00
14Entrusted MemoryBronze67.80%−2.00
15Top-Shelf ItemBronze67.20%−0.60
16Replicating Extraordinaire!Bronze66.90%−0.30
17PeekabooBronze65.70%−1.20
18Mission UnveiledBronze59.80%−5.90
19AwakeningBronze59.60%−0.20
20Who Needs Guns!?Silver58.30%−1.30
21Sentinel BreachBronze53.50%−4.80
22Cradle SurveyorBronze53.50%−0.00
23IT'S OVER 6000!Silver53.00%−0.50
24Our PromiseGold51.90%−1.10
25Escape ArtistBronze48.20%−3.70
26Clean Up on Aisle ThreeSilver34.30%−13.90
27You're Not Getting Away That EasyBronze32.50%−1.80
28A Lunar ChallengeBronze30.40%−2.10
29Can I Borrow That?Silver25.60%−4.80
30Courage in DesperationSilver21.50%−4.10
31Can't Stop, Won't StopSilver21.20%−0.30
32The Right Man for the JobGold17.00%−4.20
33Mini-Hunter SupremeGold13.80%−3.20
34Master of the SimulatorGold13.40%−0.40
35Lunar SupremacyGold5.20%−8.20
36PragmataPlatinum4.90%−0.30

Where this data comes from

Unlock rate of all 36 trophies on PS5, measured across 28,866 tracked players. Snapshot source: PSNProfiles, consulted on 14 September 2026, five months after launch. All 36 count towards the platinum: there is no DLC and no separate mode.

The game has 1 trophy with a missable reputation — the Sweeper, whose spawns are inconsistent — and 9 hidden ones, the story trophies.

A caveat about the sample: these are players who use a trophy tracker, a more motivated group than average. The real percentages across the whole PS5 player base are probably lower. The proportions between trophies, which is what we analyse, are not affected.

What this data cannot tell you

First, and this is what gets misread most: the curve sorts trophies by rarity, not by play order. When we say there is a 13.9-point drop between Escape Artist and Clean Up on Aisle Three, it means they are two consecutive rungs of that sorted list, not that people literally quit between one and the other.

Second: this is a snapshot of a single day, five months after release. We do not know how fast the platinum got to 4.9%, nor whether it is still climbing. With one cut you cannot separate hard from long: a low trophy can be low because it is demanding or because it is boring, and this data does not distinguish between the two.

And third: the percentages measure behaviour, not difficulty. Combat dropping to a 42.3% average says how many people do it, not how hard it is to do.

Back to the Pragmata trophy guide.