
Looking at AT difficulty over the history of TM2020! (part 2)
^(Note: This post was not written by AI! Every word of it comes from me: a human) ^(bean) ^(being.)
This is part 2 of a post I made recently looking at the hardest TM2020 campaign ATs (Part 1 here). Since then I’ve realized there was a whole bunch of stuff I forgot to mention so consider this an extension of the first. (Also it’s my first time making info graphics so be nice...or not lol)
So.. How have campaign ATs varied since the birth of TM2020? This first graphic (below) shows campaign player numbers on the left (represented by Map 1 player counts), and average AT% on the right (the % of players with ATs on each map, averaged over the whole campaign).
Player Count (estimated) and Average AT% Per Campaign
Average AT% is represented by the white line. As you can see it’s climbed steadily (though not monotonically) from a mere 12% for Summer 2020, all the way up to 44% for Summer 2026. The lowest ever though, is actually Spring 2023 with an average of 8%! I mentioned it in my previous post, but I believe the reason for this is the influx of new players coinciding with TM2020’s console release.
And the Player Count (represented by the bars) backs this up. That huge pink bar in the middle is Spring 2023, with over 2 Million players. This is in comparison to the lowest campaigns (Fall 2020 and Winter 2021) with about 315,000 each, by the same measure. It’s interesting to notice how the player numbers come down steadily after the console boom, and yet (so far at least) they’ve settled into a slightly higher place than before.
It did occur to me while writing this, though, that Map 1 might not be the best indicator for health of the game, considering it’s still part of the free tier. So every campaign's Map 11 player count is charted below. I would imagine these numbers are not bad for Nadeo? The population is steady and generally similar to pre-console campaigns, the major difference being that everyone since Winter 2023 is a paying customer.
Map 11 Player Counts Since Release (estimated)
But back to campaign difficulty and average AT%. Below is a graph of AT% per campaign, but split into individual tiers (i.e. color of track). As you can see the numbers fluctuate quite a bit between campaigns, but generally, White, Green and Blue tracks AT% has been trending upwards, with the White tracks massively so. Summer 2020 had a White AT% of 9.63%, compared with 73.1% for Summer 2026! The Red Tracks have remained the most steady, and today (Summer 2026) they sit at 30.8% ATs. The Black Tracks on the other hand (I think to no one’s surprise) have actually gotten harder, with Summer 2020’s 14.0% dropping to 9.6% in Summer 2026. It will be interesting to see how different Fall 2026’s Black tracks look in comparison.
(And yes I did double-check, btw. Summer 2020 White tracks actually have lower AT% than the Black ones. Which I’m guessing is more about which players stuck around to play them, than anything.)
Average AT% over time by tier (aka track color)
Lastly (Below): Lowest and Highest AT% tracks in each tier (color). Just thought I’d throw these in at the end. The most interesting one to me has to be the single highest AT% track in TM2020 being not a White track, but a Green one: Summer 2022 – 08 where 83% of players have the AT! It is a classic downhill 08 but I’m not sure what happened to make it so easy.
Lowest and Highest AT% White Tracks
Lowest and Highest AT% Green Tracks
Lowest and Highest AT% Blue Tracks
Lowest and Highest AT% Red Tracks
Lowest and Highest AT% Black Tracks
And that’s it (whew)! Thanks for reading. [Part 1 here] This wasn’t what I originally intended for part 2, but I’m glad I was able to get it out there anyway.