Following the data from SteamDB:
Season 2:
| 17/abr | 150.198 | 100,0% |
|---|---|---|
| 19/abr | 150.591 | 100,3% |
| 24/abr | 92.139 | 61,3% |
| 01/mai | 50.776 | 33,8% |
Season 3:
| 21/ago | 75.293 | 100,0% |
|---|---|---|
| 23/ago | 80.282 | 106,6% |
| 28/ago | 36.706 | 48,8% |
| 04/set | 15.235 | 20,2% |
Season 4:
| 26/mar | 39.248 | 100,0% |
|---|---|---|
| 29/mar | 44.026 | 112,2% |
| 02/abr | 26.208 | 66,8% |
| 09/abr | 15.426 | 39,3% |
So season 4 is at more or less twice the player retention from season 3 two weeks after release.
Any ideas of why?
A few options:
-
The lower peak of players means that those who are playing are the most engaged players, and so less likely to leave soon (regardless of the seasonâs content)
-
People enjoy this season (no way to measure this)
-
The change to the imprint system means people are not âfinishingâ their characters as quickly, and so they take longer playing each character. While the change to imprints has impacted the most hardcore players, I doubt this change has made any difference to a significant part of the playerbase