Demand vs Retention

Where what players ask for fails to keep them playing

One report, two readings joined on the same vocabulary: the share of public requests each design inclination carries, against the coefficient it earns on a title still being played. A demand can be loud and empty, or quiet and load-bearing — and the gap between the two is the whole point.

Titles scored

46

Asking measured

100.0 pp

Asked, not retained

2

Retained, never asked

0

The reading

Campaign & narrative takes 25.0 of every 100 points players ask for and still moves survival by r = -0.14 over 43 titles. What does travel with survival is mod support & tooling, on 17.9 points of asking (r = 0.31).

The quadrant map

Across, how much of the asking a factor carries. Up, how strongly it moves survival. The four quadrants are the four answers: ask for it and it works, ask for it and it does nothing, ask for nothing and it still works, or neither.

retained, never askedasked for and retainedquiet and flatasked for, not retainedhalf the asking mass (12.5 pp)evidence bar (r = 0.3)What players ask for — percentage points of observed requestsRetention association — r on composite survival0.00.20.407142128Campaign & narrative25.0 pp · r -0.14 · n 43Balance & competitive play21.4 pp · r 0.01 · n 43Mod support & tooling17.9 pp · r 0.31 · n 43Base building & economy10.7 pp · r 0.07 · n 43Smarter opponents & AI7.1 pp · r 0.31 · n 43Co-op & multiplayer3.6 pp · r 0.15 · n 43Community contentno stated counterpart · r -0.01 · n 46
asked for and retained asked for, not retained quiet and flat retained, never asked

A hollow point sits at the left edge because the stated layer carries no counterpart to ask about — it is not a measured zero. Both bars are the platform's own: half the asking mass, and the coefficient at which a relationship is claimed at all.

The density table

Density is asked points divided by retention points: how much noise stands behind each point of measured association. A high figure is demand that costs the audience a lot of words and returns almost nothing.

InclinationAsked (pp)Retention rnEvidenceDensityVerdict

Campaign & narrative

25.0-0.1436 vs 40 survival43measured, no relationship—pp asked per pointAsked for, not retained

Balance & competitive play

21.40.0136 vs 38 survival43measured, no relationship21.40pp asked per pointAsked for, not retained

Mod support & tooling

measured as “Mod support”

17.90.3144 vs 37 survival43medium0.58pp asked per pointAsked for and retained

Factions & unit rosters

measured as “Faction identity”

14.3—no medians43too few titles—pp asked per pointNot testable

Base building & economy

10.70.0741 vs 38 survival43measured, no relationship1.53pp asked per pointQuiet and flat

Smarter opponents & AI

measured as “AI quality”

7.10.3161 vs 38 survival43medium0.23pp asked per pointAsked for and retained

Co-op & multiplayer

3.60.1539 vs 38 survival43measured, no relationship0.24pp asked per pointQuiet and flat

Graphics & presentation

—-0.2934 vs 41 survival43measured, no relationship—pp asked per pointAsking unmeasured

Retained, never asked

These travel with survival, but the stated layer never polled a matching inclination — so nobody asked, and nobody was asked. They are listed rather than plotted as zero demand.

FactorRetention rnEvidenceVerdict
Community content-0.0146measured, no relationshipQuiet and flat
Match tempo—43too few titlesNot testable
Unit readability—43too few titlesNot testable
Replayability (playtime depth)—0too few titlesNot testable

Method and limits

How the two readings are joined

  • Asked — percentage points of observed public requests, from the Insight Engine's stated layer. The stated inclinations sum to 100 across what it could classify.
  • Retained — the point-biserial coefficient (r) between a factor being present and the composite survival score, with its own n. Every coefficient is printed beside the number of titles behind it.
  • Density — asked points divided by retention points (r × 100). Low means the asking is cheap to satisfy; high means a lot of noise for very little measured return.
  • Bars — 12.5 pp divides the conversation in half, and r = 0.3 is the coefficient this platform requires before calling a relationship at all.

Stated layer read Oct 27, 2026 · retention cohort read Nov 9, 2026 · 46 titles scored

What this report cannot say

  • Correlation is not cause. A factor that travels with survival can do so because both follow from budget, genre, era or marketing, and nothing here separates those.
  • The two layers are read from different populations: what players say is read from public requests, what retains is read from measured RTS titles. A mismatch is a disagreement between two readings, not proof that anyone is wrong.
  • The stated layer is a snapshot of observed requests, not a census of the audience. A quiet factor can be genuinely unwanted or simply unasked.
  • Survival is 40% age and 60% current activity. Lifetime playtime depth is excluded this run because SteamSpy no longer publishes it, so very long play sessions cannot lift a title here.
  • Factors are read from storefront tags and community mod copy. Tags are player-applied and overlap, so a title can carry a factor's tag without that factor describing its design.

Not plotted, because one of the two readings is missing: Factions & unit rosters, Graphics & presentation, Match tempo, Unit readability, Replayability (playtime depth).