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Emily Wants to Play Too cover

2017 · Horror · Survival Horror · Psychological Horror

How long isEmily Wants to Play Too?

by Shawn Hitchcock

3 hours

for the typical playerhalf of them between 55 minutes and 5.5 hours

Do the first two hours of Emily Wants to Play Too tell you?

In the first two hours68%recommend it

After that89%recommend it

7 of every 20 thumbs-down came after the window had closed, 13 while a refund was still possible.

How this is counted

Half of its Steam reviewers had played 3 hours or less when they gave their verdict. The middle half sat between 55 minutes and 5.5 hours.

One token is 1% of its Steam reviews, standing at the hours its author had played. Counted from about 574 Steam reviews, by the hours each author had played when they wrote theirs. It is not a time to beat.

38% of its reviews were written inside Steam's two-hour refund window, and 68% of those recommend it. After the window, 89% do. Of the players who gave it a thumbs-down, 35% were already past the window; the typical thumbs-down came 1 hour in.

When would you get there?

3days

At an hour a night, you’d pass the typical player’s 3 hours on Friday, October 23.

Half of its reviewers had played between 55 minutes and 5.5 hours: tonight to Oct 26 at this pace.

How this is counted

The typical player's hours are the hours Steam reviewers had played when they wrote their review, not a time to beat. The days count from today, playing the hours the pace says on each day.

Where do players get filtered in Emily Wants to Play Too?

The filter

He Likes the Dark

7 of every 100 players got to this one and no further.

They hold Ma-ma Ma-ma and never earned it.

  1. Launched it100% launched it
  2. Let her in!Even in your nightmares, Emily wants to play too. [Time is key, you must see the answer to know the answer, the answer is near, choose wisely or fail!]−6040% hold it
  3. Ma-ma Ma-maSilence is the key and so is that magnetic keycard.−535% hold it
  4. He Likes the DarkUnlock access to level 3 in the dark with a living mannequin and a doll. #easyFiltered −728% hold it
  5. Pop Goes the WeaslOh, I see, there's another yellow area on the map.−424% hold it
  6. Midnight Hide And SeekYou found all seven in the dark.−321% hold it
  7. Faster Than a DummyYou outran that cheeky little dummy for an entire hour.−318% hold it
  8. Musical LightsYou found the light!−315% hold it
  9. Good times with old friends.Survive the doll, clown and dummy all hour!−213% hold it
  10. Freezie TagsFinally! You froze every one of those little...−112% hold it
  11. That was tough!You found Emily in the darkness, while avoiding everyone... NICE!−29.6% hold it
  12. Tragic AccidentSome people are so unlucky.−18.5% hold it
How this is counted

40% of the players who launched Emily Wants to Play Too hold Let her in!, its first story achievement on Steam, and 8.5% hold Tragic Accident, its last. The steepest drop comes between Ma-ma Ma-ma (35%) and He Likes the Dark (28%).

Steam's global achievement stats count everyone who ever launched the game, people still playing included. They are not a finish rate. The filter is the steepest drop between two story achievements; the players who never reached the first one barely started, and are never the filter.

Is Emily Wants to Play Too worth it?

Is Emily Wants to Play Too worth it? It depends.

  • Pricey per hour

    A typical simulation game gives 1.3× the hours for the money

  • Liked

    89% recommend it after the refund windowmost simulation games: 90%

How this is counted

At Steam's US list price of $7.99, the typical player's 3 hours come to $2.66 an hour. Past the two-hour refund window, 89% of its Steam reviewers recommend it. At $2.66 an hour, Emily Wants to Play Too costs more per hour than 676 of 960 simulation games here: the typical one of 960 simulation games here charges $2.00.

The price is Steam's US list price for the game by itself: not a sale price, a bundle or what anyone paid. The hours are the ones its reviewers had played, not a time to beat. Its kind (simulation games) is named by its strongest Steam tags, a narrow kind before a wide one, among the kinds with at least 20 priced games here; failing that, by its Steam genre. The going rate is the middle hourly cost of those games, and the receipt prices its typical hours at it. The words beside it compare it with its kind: loved is 90% recommending it or more, liked 80%, mixed 65%; it gets played when a quarter fewer of the owners read here never launched it than of its kind's typical game. Whether it holds up is drawn on the hours road above, and counts toward the one-word answer.

Would you like Emily Wants to Play Too?

Give the ball your Steam profile link or name. It reads the games you own most like Emily Wants to Play Too, how long each held you against the typical player, and how long Emily Wants to Play Too would take you. Public profiles only. No account needed, and no library is saved.

How this is counted

It reads how long you tend to stay: across every game you've played whose typical hours it knows (free games left out), how often you went past the typical player and how often you left before half their hours. It glows when you often stay past them, dims when you often leave early, and needs five played games to read at all. Then it shows the games you own most like this one, by the same measure as the shelf of games like it, each with your hours against the typical player's.

Why not a forecast for this game: on 36,766 Steam libraries, how a player did on games like one told little beyond how long they stay in games at all, so those games are shown as evidence and never scored. Nothing of the library is kept.

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