From 95.1% to 51.9%: half of everyone who starts Pragmata finishes it, and the drop is in the first hours
The nine story trophies are automatic and all hidden. What matters is what to collect in each sector before moving on — hatches, Training Data, the Defender in the mines — so you do not redo the map in Unknown Signal.
And it counts towards Power Trip, The Purr-fect Guide, Another Pragmata, Entrusted Memory, Mission Unveiled, Awakening, Sentinel Breach, Our Promise, required for the platinum.
Nine hidden trophies and a curve that breaks early
The nine story trophies fall on their own and are the game's only hidden ones. None can be missed. What their percentages tell you is where people quit:
Rendezvous (95.1%), reaching the Shelter after the prologue. Power Trip (88.6%), restoring power in the Solar Power Plant. The Purr-fect Guide (78.4%), the Comms Tower: between the first trophy and this one, 17% drop out, and it is the part where the shoot-and-hack system decides whether the game hooks you.
Another Pragmata (70.8%), meeting the trapped girl. Entrusted Memory (67.8%), the stop code. Mission Unveiled (59.8%), Nexus Tower, and Awakening (59.6%), fixing Diana: two tenths apart, because whoever reaches the tower finishes the section. Sentinel Breach (53.5%) and Our Promise (51.9%), finishing the game on any difficulty.
From 95.1% to 51.9%: half of those who start finish, and almost the whole drop happens before the Comms Tower. The final third loses barely eight points.
What not to leave behind in each sector
Nothing in the first run is missable, but whatever you skip now will have to be collected in Unknown Signal, and the epilogue demands 100% of every sector. Collecting as you go saves the whole sweep.
Escape hatches. There are 27 and they activate as you pass through. Besides being collectibles, using one respawns the area's enemies: it is the way to farm any combat trophy without waiting.
Training Data. Six, and without them the 30 sims do not open. Every boss that falls also upgrades the Shelter and unlocks more.
Mass Production Array. Two of the Sweeper's four spawn points are here (03 and 04), and the recycling facility in 05 is the spot for Round 'Em Up.
Lunum Mines. The Defender bot first appears in the Warehouse of 03: have the Confuse node printed before you go in. And drop to the ground to provoke the LunaDigger, which only one in five does.
Advanced Pragmatics has no collectibles, but unlocks cleansing, and Central Port is where you use it on three corrupted enemies.
Before the ending, check Can't Stop, Won't Stop: it asks you to have printed every weapon, node and ability before completing the story, hacking modes and auto-hacking included. And bear in mind that, once done, Lunatic will not be in New Game+: nothing you level up now travels to the second run.
Using an escape hatch respawns the area's enemies: it is the mechanism for farming any combat trophy instead of waiting for it to come naturally.
The trophies involved
Each one links to its section inside the full Pragmata trophy guide.