Coilr data report
Almost nobody finishes a Steam game
Across 533 games, a median of just 1.9% of the players who unlock any achievement at all go on to unlock every one. In 80% of games, fewer than one starter in twenty finishes.
Figures as of July 27, 2026 · updated daily
The more achievements a game ships, the fewer people finish it
This is the clearest pattern in the data, and it is monotonic: every step up in achievement count cuts the completion rate. Games with more than 50 achievements are finished 6.3× less often than games with fewer than 16.
Median share of starters who unlock everything, by achievement count.
Games people like get finished more often
Games rated 90%+ positive on Steam are finished by a median 2.7% of their starters (238 games). Games below 70% positive: 0.69% (32 games). Completion tracks how much people like a game, not just how long it is.
Most finished
Least finished
Games with at least 20,000 Steam reviews, so the rates rest on large player bases.
Method
Steam publishes, for every achievement, the share of a game’s owners who have unlocked it. For each game we take the most-earned achievement and the rarest one, and divide the second by the first.
That division is the point. Raw unlock percentages are measured against everyone who owns a game, and for a free-to-play title that is overwhelmingly people who installed it once and never launched it — which would put every free game at the bottom of any ranking and tell you nothing. Both of a game’s own achievements share that same denominator, so dividing cancels it, and what is left is a within-game question: of the players who got far enough to earn anything, how many earned everything?
The sample is 533 games that have at least 8 achievements and appear in at least one synced Coilr library, which skews it toward games people actually own and play. Rates are Steam’s, not ours. Because Steam reports to one decimal place, a rarest-achievement rate below 0.05% arrives as zero; those games are shown as “under 0.1%” rather than a false exact figure.
Unlocking every achievement is a stricter bar than reaching the credits, so these are completion rates, not “finished the story” rates. The gradient by achievement count is the finding that survives that caveat: it compares like with like.
Using this
The figures are free to quote and republish with attribution to Coilr. They are recomputed daily, so cite the date shown above. For a specific game’s achievement rarity, every tracked game has its own page — for example Elden Ring’s.



















