METHODOLOGY v1.0 · APPROVED OCT 4, 2026

How the Index scores.

The public credibility document: five categories, observable anchors, evidence tiers, and the rules that keep every score honest.

01

The five categories — 20 points each

The overall Aftercare Score is the sum of the five category scores, out of 100.

01

Patch Speed

How fast real problems get fixed once they surface. Critical issues hotfixed within days scores at the top; major issues lingering for months scores near the bottom. Speed of acknowledgment counts, but acknowledgment without a fix is not speed.

02

Maintenance Quality

The depth and durability of technical support over time. Years of sustained engineering — performance work, regression fixes, platform parity — versus support that quietly thins out while the game is still being sold.

03

Communication

Clarity, honesty, and cadence. Proactive, specific messaging — especially bad news delivered promptly with a plan — scores high. Long silences, corporate vagueness, and misleading statements score low.

04

Player Responsiveness

Whether widespread player feedback actually changes outcomes. Rollbacks of unpopular decisions, systems reworked after community outcry, and visible feedback-to-fix pipelines score high. Ignored complaints and token gestures do not.

05

Follow-Through

Promises kept and long-term commitment. Roadmaps delivered as announced, expansions and overhauls completed, support continuing years past launch — versus promised features cancelled, overhauls abandoned, and servers shut down with little notice.

02

Scoring anchors — observable, 0–20

Two researchers given the same evidence file should land within ±3 points per category. These anchors keep that honest.

PATCH SPEED

How fast

18–20: Critical issues hotfixed within days, consistently.
14–17: Generally prompt; occasional slow responses.
10–13: Weeks to months for significant issues.
5–9: Major issues linger for months.
0–4: Critical problems unaddressed for 6+ months.

MAINTENANCE QUALITY

How deep

18–20: Sustained multi-year support; regressions fixed; platform parity.
14–17: Solid ongoing maintenance, minor gaps.
10–13: Thins noticeably after year one.
5–9: Effectively ends while the game is still sold.
0–4: No meaningful maintenance; left broken.

COMMUNICATION

How honest

18–20: Proactive, specific; bad news with a plan.
14–17: Generally open; occasional vagueness.
10–13: Reactive; slow to acknowledge.
5–9: Long silences; misleading statements.
0–4: Deceptive or absent.

PLAYER RESPONSIVENESS

How much feedback matters

18–20: Widespread complaints reliably produce reversals.
14–17: Often acted on; some blind spots.
10–13: Selective; major complaints sometimes ignored.
5–9: Largely ignored; token gestures.
0–4: Contemptuous or zero response.

FOLLOW-THROUGH

How much was kept

18–20: Roadmaps delivered; support continues for years.
14–17: Most promises kept; delays disclosed.
10–13: Mixed; some promises quietly dropped.
5–9: Major promises cancelled; support wound down early.
0–4: Abandoned.

03

Rules that keep scores honest

Launch condition is display, not score

Every scorecard shows launch condition (Poor / Mixed / Good) separately. A catastrophic launch followed by exemplary support can score highly — the launch record stays visible beside the score so readers weigh the full story.

Aftercare Pattern

Recovery, Steady, Mixed, Fading, or Abandoned: the shape of the post-launch history, assigned per game. Plain-language definitions are in section 04 below.

No double-counting

Each event is assigned to its primary category. Secondary effects are noted without additional points.

Attribute control carefully

Developer and publisher actions are separated when evidence identifies who controlled the decision. Community mods that repair developer failures are never credited as developer aftercare. Games where players had to do that repair work themselves carry a Carried by Mods badge on the scorecard. The badge documents the community's work; it never raises or lowers the developer's score.

Evidence first, score second

Game → Events → Evidence → Scoring Rules → Category Scores → Overall Score. Four evidence tiers: official records (1), independent testing and archival reporting (2), corroborated player reports (3), anecdotes as research leads only (4).

Confidence is not praise

Confidence describes evidence completeness — High, Medium, or Low. A Low-confidence 90 is not the same as a High-confidence 90. No audit becomes Verified below Medium confidence, and none becomes Verified without a public correction channel, complete evidence file, and human review.

SCORE HISTORY

Scores change over time.

Current score, past scores, date, and reason are kept — rehabilitation and deterioration both show.

CORRECTIONS

Wrong gets fixed publicly.

The event record is corrected, the score recalculated, and the change logged with its reason. Retracted evidence is marked retracted, never silently deleted.

INDEPENDENCE

Scores cannot be bought.

No payment, favors, access, or consideration in exchange for a score. Members fund the work; they never buy scores.

SCOPE

What the Index is not.

Not a review of whether the game is fun. Not a launch-day verdict. Not influenced by publishers or advertisers. Not a purchase recommendation.

Open tension, stated honestly: this methodology scores the quality of the response. Whether a studio that never broke trust should outscore one that recovered dramatically is a live question future revisions may weight explicitly. We will not pretend it is resolved.

04

Why letter grades

A display update, Nov 1, 2026. The scores, the categories, and the methodology behind them did not change.

Until now, every score carried a word band: Exceptional, Excellent, Strong, Promising, Uneven, Failing. The words were precise, and nobody could read them at a glance. So the bands now display as letter grades. The 0 to 100 score is unchanged, and no game moved up or down. A letter is simply the band, translated into the alphabet every player already knows.

TIER S

92 to 100

Previously Exceptional. The ceiling, held by a handful of games.

TIER A

84 to 91

Previously Excellent. Support most studios never sustain.

TIER B

76 to 83

Previously Strong. Solid, documented, dependable.

TIER C

66 to 75

Previously Promising. Real support with real gaps.

TIER D

55 to 65

Previously Uneven. Thin, late, or inconsistent.

TIER F

0 to 54

Previously Failing. The record speaks for itself.

Three pattern names changed for the same reason: Stewardship became Steady, Decline became Fading, and Abandonment became Abandoned. Same assignments, plainer words. The five patterns, in plain English:

R

Recovery

Bad launch, they fixed it.

S

Steady

Strong support, start to finish.

M

Mixed

Some things handled well, some not.

F

Fading

Started supported, steadily fell off.

A

Abandoned

They walked away.