
These achievements are all scoped to a single run and don’t conflict, so you can earn them together instead of replaying for each one. Every achievement in the plan is marked with a ⛓ badge further down.
Bring whatever gives you resurrections and out-of-deck cards, and plan a long expedition rather than an early retreat.
- ✓▢Undying — Die and resurrect 3 times in one expedition
- ✓▢Broken geography — In one expedition place 10 cards you didn't have in your deck, not counting "Oblivion"
Both are scoped to a single expedition by Steam. The Oblivion card does not count toward Broken geography. Which items provide resurrection and which effects create out-of-deck cards is not verified here.
Unlocks the moment you leave camp on your first loop. Unmissable.
Happens within the first loop of your first expedition.
After your first expedition, spend the resources you brought back on any structure in the camp build menu.
Happens naturally while learning the game. Remember that dying keeps only a portion of the resources you collected, while retreating at camp keeps them all.
Cumulative; comes with normal play.
Resources drop from tiles and enemies during expeditions. Cumulative, so it comes naturally.
Cumulative across all expeditions. Placing more enemy-spawning tiles (and fighting what they spawn) speeds it up.
Hidden on Steam, so the exact trigger is not public and we have not verified it - see a community guide. Around three quarters of players own it, so it unlocks during ordinary early progress.
Steam's description says only that the Rogue must be unlocked. Classes are unlocked through camp progression - check the camp build menu for the structure that unlocks the Rogue and build it.
Cumulative tile and card placements across all expeditions. Comes with normal play.
Cumulative. Your hero drinks healing potions automatically during fights when low on health; more potions in your pocket means more drinks.
Cumulative loops across all expeditions. Comes with normal play.
Camp items are found during expeditions and kept in camp. Five arrive with normal progress.
Like the Rogue, the Necromancer is unlocked through camp progression. Find and build the structure that unlocks the class from the camp build menu.
Resources are lost when you die on an expedition instead of retreating. Cumulative - a few deaths with full pockets will do it.
Cumulative. Will happen naturally while learning; otherwise push extra loops on low-value runs.
Hidden on Steam, so the exact trigger is not public and we have not verified it - see a community guide. About 43% of players have it.
Hidden on Steam, so the exact trigger is not public and we have not verified it - see a community guide. About 39% of players have it.
Use the camp's crafting feature five times. Cumulative.
Dialogues play in camp and during expeditions as the story advances. Fifty different ones come with steady story progress - read them rather than skipping, in case skipping does not count (not verified).
Dismantle any built structure in camp once. Pick something cheap if you are worried about losing a bonus.
The river is built in camp. Build it from the camp build menu once you can afford it.
Cumulative. Short expeditions where you retreat early count the same as long ones.
Encyclopedia entries unlock as you discover things. The first comes with early play.
Dismantle five items using the camp's dismantling feature. Cumulative.
Different tiles and enemies drop different resources. Vary the cards you place across expeditions until you have found every type; check which you are missing in your camp storage.
Hidden on Steam, so the exact trigger is not public and we have not verified it - see a community guide. About 26% of players have it.
Same as Easier than making - keep dismantling until the total reaches ten.
Hidden on Steam, so the exact trigger is not public and we have not verified it - see a community guide. About 19% of players have it.
Place tiles until the whole map is filled during one expedition (Steam's wording does not say whether it must be one expedition, but filling the map is by nature a single-expedition job). Bring a deck heavy in landscape cards and play a long expedition.
Steam's description names transmuting resources into hydrogen - an alchemy feature in camp. Do it five times.
Keep expanding the camp until every structure in the build menu is built. Comes with full camp progression; resources are the bottleneck.
Use the camp's alchemy synthesis five times. Cumulative.
Continuation of Alchemist's apprentice - same action, fifty times.
Keeps rising as you meet new enemies, tiles and items. Comes with broad play across chapters and decks.
Hidden on Steam, so the exact trigger is not public and we have not verified it - see a community guide. About 14% of players have it.
Continuation of From dust and sticks - craft twenty-five items in total.
Hidden on Steam, so the exact trigger is not public and we have not verified it - see a community guide. About 12% of players have it.
Steam's description says orange items are obtained in exchange for trophies in camp. Collect trophies on expeditions and exchange them in camp until you have received ten orange items. Where trophies come from is not verified here.
Continuation of Not gold... - synthesize a hundred resources in total.
Die from something other than combat - i.e. damage taken while walking the loop rather than in a fight. Which tiles deal that damage is not verified here; look for tile effects that hurt the hero on the road.
Needs a source of resurrection, and all three deaths-and-revivals must happen in the SAME expedition. Which items or effects provide resurrection is not verified here - check the encyclopedia for resurrection effects.
Collection achievement: every tile type must appear at least once. Rotate through every card in the game across expeditions and check the encyclopedia for gaps.
Finish the camp item collection. These come from expeditions; late-game expeditions are needed for the last ones.
A Necromancer achievement - the class summons skeletons. Build the Necromancer for skeleton count (items and traits that raise the maximum number of skeletons) and keep ten alive at once in a single fight.
Every enemy in the game must be killed at least once. Enemies come from specific tiles, so place every enemy-spawning card across your expeditions; check the encyclopedia for the ones you have not met.
Hidden on Steam, so the exact trigger is not public and we have not verified it - see a community guide. Only about 4% of players have it, so it sits late in the game.
Steam's wording - defeat the boss in the first expedition - is ambiguous: it most likely means beating a chapter's boss on the very first expedition you take in that chapter. We have not verified which chapter counts. Bring every camp bonus you have and place cards aggressively so the boss meter fills quickly.
Completion of Observer - every encyclopedia chapter. Effectively requires having seen every enemy, tile and item, so it is one of the last achievements you will get.
Some effects let you place cards that were never in your deck. Ten of them in a single expedition, and the Oblivion card does not count. Which effects generate out-of-deck cards is not verified here - see a community guide.











