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.
The sample
Exophase · snapshot from 31/08/2026
Not All Platinums Are Equal: They Range From 4% to 42%
When someone says a platinum is hard, they are almost always repeating an impression. We measured the actual figure: what share of each game’s tracked players owns the platinum trophy.
Across the 12 games with a platinum that we have measured, the result looks nothing like a uniform block. The rarest platinum is Crimson Desert, at 4.49%. The most common is Ghost of Yōtei, at 42.40%. There is almost a tenfold gap between them.
The median sits at 15.22%, so the hunch that "platinums are for the few" is only half right: in half of the games we measured, more than one in seven players gets it, and in three of them more than one in three.
Every figure on this page comes from the snapshot taken on 21 August 2026, covering 334,081 tracked players. The table at the end is generated from the current data, so it may have shifted relative to the text.
More Trophies Does NOT Make the Platinum Rarer
This is the most widespread belief when you look at a trophy list: if a game has 80 trophies, its platinum has to be harder than one with 35. With the data in front of us, it does not hold up.
The correlation between a game’s trophy count and the share of players who earn its platinum is −0.016. Translated: there is no relationship at all. A value that close to zero means knowing how many trophies a game has tells you absolutely nothing about how rare its platinum will be.
The two extremes show it better than any statistic. Kingdom Come: Deliverance II has 84 trophies, the longest list on the site, and 7.88% of players earn its platinum. Crimson Desert has 35, fewer than half as many, and 4.49% earn its platinum: it is rarer with half the trophies. At the other end, Hollow Knight: Silksong has 34 trophies —the shortest list— and its platinum, at 10.16%, is rarer than Silent Hill f’s, which has 57.
What decides a platinum is not how many trophies there are, but what the most demanding one asks of you and how many playthroughs it forces.
The Outlier: The Game Where a Third of Players Never Unlock Even the Most Common Trophy
One figure breaks the pattern and deserves an explanation. In twelve of the thirteen games we measured, the most common trophy is held by between 91% and 100% of players: it is the tutorial trophy, the first-mission one, the one that pops almost by itself.
In Battlefield 6 the most common trophy is held by 65.96%. In other words, one in three tracked players never unlocked even that one.
It is not a measurement error: it is the signature of a game whose life is in multiplayer. Plenty of people buy Battlefield 6, jump straight online and never touch the campaign, which is where the easy trophies come from in every other game. The second-lowest case, Kingdom Come: Deliverance II at 91.22%, points to something different: a slow, demanding opening in which some players quit before anything pops.
The practical consequence is that a multiplayer game’s percentage cannot be compared head to head with a campaign game’s: they do not measure the same thing, because the player base is not doing the same thing.
How Many Players Who Start End Up Platinuming
The platinum rate over the whole player base hides the effect above: if a third of players never even start, the platinum comes out artificially low. That is why it helps to look at the same figure relative to those who did start the game, taking the most common trophy as the baseline.
Battlefield 6 goes from 6.45% to 9.8% of those who start, overtaking Kingdom Come: Deliverance II. The rest barely move, because in those games almost everyone unlocks the first trophy.
With that correction, the toughest is still Crimson Desert: only 4.5% of those who start reach the platinum. And the most approachable is still Ghost of Yōtei, at 42.4%, where platinuming is almost the natural outcome of finishing the game at your own pace.
The 19 games, sorted by platinum rarity
The table you can reproduce any figure on this page from. «1st trophy» is the unlock rate of the most common trophy in each game, which gives an idea of how many people actually started it.
| Game | Sample | Trophies | 1st trophy | Platinum | Wall | Rarest |
|---|---|---|---|---|---|---|
| Star Wars: Zero Company | 922 | 53 | 99.89% | 0.00% | −17.58 pts | 0.00% |
| Resonance: A Plague Tale Legacy | 1,284 | 37 | 90.90% | 1.40% | −14.20 pts | 1.40% |
| 007 First Light | 39,987 | 38 | 94.80% | 3.40% | −17.00 pts | 3.40% |
| Assassin’s Creed Black Flag Resynced | 29,210 | 50 | 95.30% | 3.80% | −7.40 pts | 3.80% |
| Crimson Desert | 22,166 | 35 | 100.00% | 4.49% | −36.04 pts | 4.49% |
| Pragmata | 28,866 | 36 | 95.10% | 4.90% | −13.90 pts | 4.90% |
| Battlefield 6 | 67,895 | 54 | 65.96% | 6.45% | −10.19 pts | 0.92% |
| Saros | 20,709 | 54 | 94.70% | 7.30% | −15.20 pts | 1.30% |
| Kingdom Come: Deliverance II | 18,197 | 84 | 91.22% | 7.88% | −22.94 pts | 1.93% |
| Hollow Knight: Silksong | 18,266 | 34 | 99.90% | 10.16% | −9.08 pts | 10.16% |
| Borderlands 4 | 20,389 | 53 | 98.94% | 12.07% | −13.22 pts | 1.53% |
| Ninja Gaiden 4 | 6,114 | 53 | 100.00% | 14.46% | −9.45 pts | 3.37% |
| Dying Light: The Beast | 13,726 | 43 | 100.00% | 15.98% | −14.09 pts | 1.10% |
| Silent Hill f | 19,366 | 57 | 99.01% | 20.99% | −8.73 pts | 20.99% |
| Little Nightmares III | 5,478 | 38 | 96.66% | 21.16% | −12.87 pts | 5.11% |
| Octopath Traveler 0 | 2,112 | 37 | 99.86% | 35.80% | −7.53 pts | 35.80% |
| Resident Evil Requiem | 28,341 | 50 | 100.00% | 39.63% | −6.56 pts | 39.63% |
| Ghost of Yōtei | 58,823 | 62 | 99.90% | 42.40% | −10.09 pts | 2.71% |
| Forza Horizon 6 | 53,208 | 57 | 100.00% | no platinum | −8.20 pts | 2.24% |
Where This Data Comes From
Each trophy percentage comes from Exophase, which publishes the unlock rate over the players it tracks. We store a snapshot of every game’s full trophy list, and it is that snapshot, not an estimate, that feeds this page and the table at the end.
The total sample for this study is 334,081 players spread across 13 games, from the 2,112 of Octopath Traveler 0 to the 67,895 of Battlefield 6. Each game’s sample size is in the table, because 4% of 2,000 players and 4% of 60,000 do not deserve the same confidence.
What You CANNOT Conclude From This
It is worth stating where this analysis stops being valid, because that matters as much as the result.
It does not measure difficulty, it measures how many people get there. A platinum can be rare because it is hard, because it is enormously long, because it demands several playthroughs, or simply because the game bores half its players. The percentage does not distinguish between those four things.
The data is from PlayStation except for one game. Twelve games are measured on PS5 and Forza Horizon 6 on Xbox and PC, where the platinum does not exist; that is why it stays out of the platinum comparison and only appears in the table. Steam percentages are also calculated over every owner of the game, whether they played it or not, so they come out systematically lower and are not comparable with the PlayStation ones.
These are recent games. All of them launched in 2025 and 2026, and a platinum climbs in percentage for months as players finish their runs. These figures are a snapshot from August 2026, not each game’s final number.
DLC trophies do not count towards the platinum, so in several games there are trophies with a lower percentage than the platinum itself without that being any contradiction: they are simply not required to earn it.
Back to all the studies.