We know from SteamDB that there was an initial spike of around 3,000 PC players on Day 1 when TSW2 launched, which rapidly dropped off and has since settled at around 500-600 players per day, with around 300 concurrent players on average. These numbers are a little lower than TSW2020's numbers: up until June, roughly when TSW2 was announced, TSW2020 was frequently averaging around 700 players per day, with spikes of up to 1,000. There are still 100-200 players per day in TSW2020. If we look at the achievements, we see that people aren't really sticking with TSW2. On Steam, 7% of players haven't finished a single tutorial. 29% of Steam players haven't reached Level 5. 36% haven't completed a scenario and over 50% of Steam players haven't finished a single service. Only 25% of players have completed 5 scenarios, and only 19% complete 10 route 'tasks.' There aren't DLC specific, these are achievements for the base game, and they are awarded (if working correctly) for activities or XP completed anywhere in the game. Achievement completion on consoles is substantially better. Compared to 93% of Steam players completing a tutorial, 100% of Xbox gamers appear to have completed it and 97% of PS gamers. 64% on Steam have completed a scenario; 70% have on PS4 and 71.5% have on Xbox. And, unlike on Steam, where only 48% of players have completed a timetable service, on both PS4 and Xbox, 60% of players have done so. More console players have reached Level 5, too: 80% on both consoles. Now, of course, the issue with percentages is that they are relative, but not definite. But regardless of the specific numbers, it does suggest an issue with TSW2: people aren't sticking around. They're playing the game, maybe jumping into a tutorial, but that's about it. When almost 30% of players across all platforms have not completed a scenario, and even fewer have completed a service in timetable mode, that really should be a cause for some concern. Why are players giving up on TSW so quickly? Are bugs preventing them from completing a scenario, and they're so put off that they decide not to try again? Is a perceived disparity in quality between routes (e.g., some tutorials and scenarios having voiceovers while others just have text blocks, or tutorials/scenarios not progressing properly when the player completes instructions for things like releasing brakes) turning potential players away? One thing I will say, though, is that I think the gimmicky game aspect -- plugging fence holes, sticking 'no trespass' signs up, or putting up route maps -- are possibly not worth the extra development time. The Day Duties achievement/trophy -- completing 10 route tasks -- has only been completed by 18.9% of Steam players, 26.6% of PS4 gamers, and 28.08% of Xbox gamers. With the exception of achievement hunters, the majority of players are apparently not overly interested in completing these tasks--especially when you look at the number of people who have unlocked the achievement Dedication Station (25 route tasks completed): 4.3% on Steam, 6.8% on PS4, and 6.84% on Xbox. Is it really worth the developer time to do those, even if it's only a few hours?