Survey S2 94 updates, 14 games Breakage range 3% to 81%
Survey · Running

How Often Official Updates Break Community Work

Fourteen games, ninety-four updates, and a breakage rate that ranges from three per cent to eighty-one. Almost all of that spread is explained by one decision made long before any of these updates were written: whether the game loads community content through a versioned interface or reads it directly.

94 updates trackedMedian breakage 34%14 games

An update counts as breaking if a load order that worked before it stops working after it, on the same hardware, without any change by the player. That definition is deliberately narrow: a mod that still loads but behaves slightly differently is not counted, and neither is a mod whose author had already abandoned it.

Fourteen games qualify for this survey, meaning they have an active modding scene and a published update history we could reconstruct. Twelve of the twenty-six games in the ledger do not qualify, mostly because they stopped receiving updates before the community reached any size.

The spread

GameUpdatesBreakingRateLoading model
Hangar Nine1400%Versioned interface
Strategy title B3113%Versioned interface
Hall Of Banners800%Text config, additive
Ninefold City1218%Text config, additive
Moorland Reach500%Text config, additive
Six mid-table games11 avg3 – 627 – 52%Direct read, some indexing
Standing Field131185%Direct read, numbered table

The two ends of that table are the whole survey. Games in the top group have never or almost never broken their communities. The game at the bottom breaks its community roughly five times out of six, and the difference is not effort or care — it is whether community content refers to game data by name or by position.

Position versus name

When a game stores its resources, biomes or items in a numbered table and community content refers to entry forty-one, inserting a new official entry at position forty-one silently redirects every reference. Nothing errors. Trees become rocks.

When content refers to entries by name, an insertion is invisible. Names do not shift when the table grows. This is not a sophisticated technique and it costs nothing at design time; it is simply a decision that has to be made before there is any community to break.

Reference modelGamesMean breakage rate
Versioned interface31%
Name-based, additive updates44%
Name-based, occasional renames329%
Position-based468%
A subterranean library with collapsed shelves and one alcove carefully restored with fresh timber and a hanging lantern
Restoration after breakage. In the worst-behaved game in this survey the same shelves have been rebuilt eleven times in three years.

Time to recovery

Breakage is a smaller problem than the time it takes to recover from it, because during that window players either lose their game or refuse security updates to keep it.

Across the forty-one breaking updates in this survey the median time to a working community fix was nine days. The distribution is heavily skewed: twenty-three were fixed within a week, and four took more than a month. The longest was fifty-two days, following an update that changed a weather system every terrain mod depended on.

What we cannot measure, and it matters

The work that never happens. Two large terrain projects in the survival game were abandoned by authors who cited repeated breakage rather than difficulty, and those projects are not in any count here because they do not exist.

Every modder we can observe is a modder who persisted. The ones deterred by an unstable target are invisible to this survey, and any conclusion drawn from it understates the cost of breakage by an amount nobody can quantify.

Referring to game data by name instead of by position would have prevented thirty-one of the forty-one breakages in this survey. The technique is older than every game in it.

One finding that surprised us

Update frequency does not predict breakage. The game with thirty-one updates has a three per cent rate; the game with thirteen has eighty-five. Patching often is not the problem, and the common community complaint that a studio "keeps breaking things by updating too much" is not supported by anything here.

What predicts breakage is the reference model, and after that whether the studio tests against a mod load order at all. Two of the three best-behaved games are known to keep a community load order in their internal test matrix.

Current state of the survey

94 updates across 14 games. Median breakage 34 per cent, range 0 to 85. Position-based reference models average 68 per cent against 1 per cent for versioned interfaces. Median recovery nine days, longest fifty-two. Update frequency shows no relationship to breakage.