Difficulty Is a Filter on Build Risk

The higher the tier, the less room a conditional pickup has to fail. These pages use public Steam achievement rates to show where the filter gets tighter, without inventing enemy rules we cannot source.

The current ladder

Clear rates below are percentages of all owners, captured on 2026-07-31. Read the retention column as the more useful difficulty signal: it shows how many players who cleared the previous tier also cleared the next one.

TierClear rateRetention from prior tierGuide
Normal66.3%Open Normal
Hard46.7%70.4%Open Hard
Nightmare33.1%70.9%Open Nightmare
Hell24%72.5%Open Hell
Reality17.8%74.2%Open Reality

How to use this information

Do not use the raw percentage as a promise about a single run. It is a population-level signal. It tells us that the decision tool should become more conservative as the tier rises: reliable value, survival, and safe execution deserve more weight, while conditional picks need stronger setup before they are worth the slot.

Each tier page shows the exact weighting used by the run decision tool, then separates measured clear-rate facts from build advice that still needs direct testing. That separation is deliberate. Public achievement data can tell us where the funnel narrows; it cannot tell us which Hunter or relic caused a particular player to clear.

Source

Steam global achievement statistics for app 3561220, captured 2026-07-31.