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Frostpunk
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Frostpunk — Achievement Walkthrough

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At a glance
Difficulty10/10
Missable
ℹ️ These are auto-generated quick tips — a starting point, not gospel. Spotted a mistake? Add a community tip on the game page or write a community guide — player-written guides are our most reliable source.
Lost Souls
In the New Home scenario, save every person in Frostland · 49.7% of players
~8-12 hours
In the New Home scenario, save every person in the Frostland.

Rescue every survivor the Frostland has to offer during New Home. Scouts are the whole achievement: send them out immediately, keep them moving between sites, and make sure you have the housing and food to absorb everyone they bring back.

Built to Serve
Build an automaton · 48.7% of players
~1-2 hours
Build an automaton.

Research and construct your first automaton. This unlocks naturally in most runs - automatons are one of the main mid-game power spikes, so you will usually build one long before you would have needed to go out of your way.

Banksy
Hidden achievement47.8% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Once More unto the Breach
Provide an amputee with a prosthesis · 47.7% of players
~2-4 hours
Provide an amputee with a prosthesis.

Fit one of your amputees with a prosthesis. You need the relevant research and facility, and an amputee in the city - both tend to happen naturally in longer scenarios where workplace accidents occur.

Bread and Games
In a city of at least 200 people, ensure everyone has access to the Public House and a Fighting Arena · 43.3% of players
~3-6 hours
In a city of at least 200 people, ensure everyone has access to the Public House and a Fighting Arena.

With 200 or more residents, every one of them must be within reach of both a Public House and a Fighting Arena. Both are entertainment buildings with a coverage radius, so build enough of them - and place them centrally - so no outlying housing is left outside the range.

Politician
Stay in power after your people threatened to overthrow you · 41.8% of players
~2-5 hours
Stay in power after your people threatened to overthrow you.

Survive an attempt to remove you from power. Once discontent triggers the threat, you have to bring the city back onside before the deadline - address the grievance directly, deliver on what people are asking for, and use whatever tools you have to buy back hope.

The Scientific Method, vol. 2
Hidden achievement41.7% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Leader
Finish the New Home scenario · 41.2% of players
~10-14 hours
Finish the New Home scenario.

New Home is the campaign scenario the game opens with and the one most players finish first. Reaching the ending on any difficulty unlocks this, so treat your first run as the learning run: build the Generator ring, keep coal and food flowing, and pass laws as the crises demand rather than trying to plan the whole tree in advance. Nothing here needs to be optimal - it only needs to end.

The Scientific Method, vol. 1
Hidden achievement38.1% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Power Overwhelming
Have a fully upgraded Generator (power, range and overdrive) · 37.6% of players
~4-8 hours
Have a fully upgraded Generator - power, range and overdrive.

The Generator has three upgrade lines (power output, heat range and overdrive) and this wants all of them completed at once. Research and build every tier of each line in a single run. A long scenario or an Endless Mode save gives you the time and coal to actually finish all three.

Promised Land
Have maximum hope and no discontent · 36.1% of players
~4-8 hours
Have maximum hope and no discontent.

Hit full Hope and zero Discontent at the same instant. These two bars usually move together, so the practical approach is to line up several hope-raising actions and complete them in quick succession while nothing is actively angering the city. Doing it right after a successful crisis, when goodwill is high, is the usual window.

Please, Sir, I Want Some More
Hidden achievement36.0% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Expats
Set up 2 Outposts in one playthrough · 32.7% of players
~3-5 hours
Set up 2 Outposts in one playthrough.

Establish two Outposts in the same run. You need the Outpost Depot and scouts to reach viable sites, so send scouts out early and claim the first two suitable locations you find.

Oxbridge
Have 4 Workshops doing research at the same time · 32.7% of players
~2-3 hours
Have 4 Workshops doing research at the same time.

Four Workshops all staffed and researching at once. Workshops are cheap, so the limit is usually engineers rather than materials - hold off until you have enough engineers to fill all four, then check the achievement.

Compassionate
In the New Home scenario, accept all groups of refugees · 30.4% of players
~8-12 hours
In the New Home scenario, accept all groups of refugees.

Take in every refugee group that arrives during New Home, without turning any away. Accepting them all strains food and housing, so build ahead of the waves rather than reacting to them.

United
In the New Home scenario, don't let anyone leave for London · 26.8% of players
~8-12 hours
In the New Home scenario, do not let anyone leave for London.

Get through New Home without a single person departing for London. People leave when hope collapses, so this is a hope-management run: address discontent quickly, deliver on promises, and keep the city's morale high through every crisis event.

Shai Hulud Summoner
Have 4 Coal Thumpers working at the same time · 25.7% of players
~2-4 hours
Have 4 Coal Thumpers working at the same time.

Four Coal Thumpers running simultaneously. Thumpers need Gathering Posts to collect what they knock loose, so build the supporting posts alongside them or the thumpers will sit on full piles. Check the map has enough thumper sites before committing.

Bad at Politics
Keep every promise made during a playthrough · 23.2% of players
~6-12 hours
Keep every promise made during a playthrough.

Across a full run, honour every promise you make. Promises usually come with a deadline attached, so the safe play is to only promise things you are certain you can deliver, and to treat each one as a hard commitment the moment it is made. A single missed deadline ends the attempt.

Technocrat
Finish The Arks scenario · 23.0% of players
~6-10 hours
Finish The Arks scenario.

The Arks is the scenario built around protecting the seed Arks rather than a large population, so the usual instincts about growing headcount matter less than keeping your small crew productive and warm. Play it to the ending on any difficulty. Because the workforce is limited, automatons and research efficiency carry far more weight here than raw recruitment.

Notting Hollow
Have over 600 population living in Houses only · 23.0% of players
~5-8 hours
Have over 600 population living in Houses only.

Six hundred-plus residents with Houses as their only accommodation - no Tents or Bunkhouses in use. Houses cost far more and arrive later, so this needs a strong wood and steel economy and patient growth. Plan the housing ring around the Generator for Houses from the start rather than converting later.

Conservationist
Save all the Seedling Arks in The Arks scenario · 22.6% of players
~6-10 hours
Save all the Seedling Arks in The Arks scenario.

Every Seedling Ark in The Arks must survive to the end. The Arks are the scenario's whole point, so protect their heat supply above everything else - losing even one ends the attempt.

Tis but a Scratch
Finish a playthrough without an Infirmary or House of Healing · 21.7% of players
~6-12 hours
Finish a playthrough without an Infirmary or House of Healing.

Complete a run with no medical buildings at all. With no way to treat the sick, prevention is the entire strategy: maximum heat coverage, no overwork, and no risky exposure. Keep the population small so that the illness you cannot treat simply never appears.

Carnivore
Having a choice, finish a scenario using only Hunters · 20.0% of players
~6-12 hours
Having a choice, finish a scenario using only Hunters.

In a scenario that offers both food routes, complete it with Hunters as your only food source - no Hothouses. Hunters scale with headcount and shift length rather than with technology, so plan a bigger hunting workforce than feels necessary and watch food stocks closely during storms.

City of Man
Have more than 650 people in the city at the same time · 19.6% of players
~4-7 hours
Have more than 650 people in the city at the same time.

Push the population past 650 at a single moment. Growth comes from accepting arrivals and keeping people alive, so pair recruitment with enough housing, heat and food to actually hold them. A scenario with generous refugee waves, or Endless Mode, is the natural place for this.

Advanced Designs
Have an Advanced Coal Mine, Advanced Wall Drill and Advanced Steelworks at the same time · 19.2% of players
~4-7 hours
Have an Advanced Coal Mine, Advanced Wall Drill and Advanced Steelworks at the same time.

All three advanced resource buildings standing simultaneously. Each needs its own research, so plan the research order in advance and make sure your map actually has the deposits to support a coal mine and a wall drill. A resource-rich Endless Mode map makes this straightforward.

A Tomb for Memories
Build the Archives · 19.2% of players
~3-5 hours
Build the Archives.

The Archives is a late-tier building, so this is gated behind research and resources rather than difficulty. Work through the research tree until it becomes available and then construct it. Any long scenario or Endless run will get you there.

Search and Rescue
Rescue all of your people coming to the City · 18.9% of players
~3-6 hours
Rescue all of your people coming to the City.

Every group heading for your city has to be found and brought in - none may be lost on the way. That means keeping scouts active and responding to distress signals promptly rather than finishing other errands first.

City of Steam
Have 15 automatons at the same time · 18.2% of players
~4-7 hours
Have 15 automatons at the same time.

Fifteen automatons standing in the city simultaneously. Each one costs steel and cores, so this is really a resource-throughput goal: get steel production stable, then build automatons continuously rather than in bursts.

Hyperefficient
Have a workplace with efficiency greater than ... [200%] · 18.2% of players
~3-6 hours
Have a workplace with efficiency greater than 200%.

Stack efficiency modifiers on a single workplace until it exceeds 200%. Efficiency comes from several sources at once - staffing, laws, technology and heat - so the trick is to combine every bonus you have available onto one building rather than spreading them across the city.

Refugee
Finish the Refugees scenario · 17.9% of players
~6-10 hours
Finish the Refugees scenario.

Finish the Refugees scenario on any difficulty. This is the scenario with a heavy social dimension - your population arrives already divided - so expect discontent management to be as much of a job as heat and food. Reaching the ending is all that is required; you do not need a clean run.

Unknown Ship
Hidden achievement15.7% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Satellites
Finish a scenario never expanding the range of the Generator · 14.5% of players
~6-12 hours
Finish a scenario never expanding the range of the Generator.

Complete a scenario without ever building a Generator range upgrade. Everything therefore has to live inside the base heat radius or be warmed some other way, so this is really a city-planning challenge - build compactly, and lean on Steam Hubs and building-level heating for anything on the fringe.

Everybody Lived for Once
Hidden achievement12.6% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

The Union
Hidden achievement12.3% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

This is New London, Over
Contact New London · 12.2% of players
~3-6 hours
Contact New London.

Make contact with New London. This runs through the Telegraph Station, so build and staff one and then use it when the option to reach out appears.

It Was Me All Along
Find generator parts meant for Winterhome and keep them · 11.3% of players
~3-6 hours
Find generator parts meant for Winterhome and keep them.

During the relevant scenario you can discover Generator parts intended for Winterhome. Choose to keep them rather than passing them on. This is a single decision at an event, so make sure you read the options before clicking through.

Winterhome
Finish the Fall of Winterhome scenario. · 10.2% of players
~5-8 hours
Finish the Fall of Winterhome scenario.

The Fall of Winterhome drops you into a city that is already failing, which reverses the normal build order: you are triaging and salvaging rather than expanding. Reach the ending on any difficulty. Accepting that some losses are baked into the scenario makes it much less frustrating than trying to save everything.

The Saviour
Finish the New Home scenario with no deaths from cold, hunger, sickness or overwork · 10.1% of players
~8-14 hours
Finish the New Home scenario with no deaths from cold, hunger, sickness or overwork.

A no-deaths run of New Home - nobody may die of cold, hunger, sickness or overwork. That means heat coverage, food buffers, medical capacity and shift discipline all have to hold simultaneously for the whole scenario. Grow the population slowly; every extra person is another way to lose the run.

Builder
Build the Generator in The Last Autumn scenario · 9.6% of players
~6-9 hours
Build the Generator in The Last Autumn scenario.

The Last Autumn is the prequel scenario about constructing a Generator before the freeze, so the win condition is the Generator itself rather than surviving a storm. Get all of its parts built and completed. Everything else on your to-do list is subordinate to keeping that construction moving.

Let There Be Light
Build 10 Street Lamps · 9.5% of players
~1 hour
Build 10 Street Lamps.

Simply place ten Street Lamps in one city. They are cheap, so this can be done in almost any run once you have a little spare wood - build them in a batch and the achievement pops immediately.

First Steps
Build a safe route · 9.3% of players
~30 minutes
Build a safe route.

Safe routes are the maintained paths that keep workers from suffering on the way to work. Build one anywhere. This unlocks very early in a normal run and needs no planning.

Rise of the Machines
Have 20 working automatons · 8.3% of players
~5-8 hours
Have 20 working automatons.

Twenty automatons, all actually working rather than idle. Beyond the raw cost, you need twenty jobs for them, so pair the build-up with expanding your resource buildings. An Endless Mode run gives the most comfortable runway.

Bald Mountain
Cut down all the trees in Outpost 11 · 8.2% of players
~3-6 hours
Cut down all the trees in Outpost 11.

Strip Outpost 11 of every tree it has. Set the outpost to harvest wood and leave it running until the site is exhausted - it is a matter of time rather than skill, so establish it as early as the scenario allows.

Autonomous City
In a city of at least 200, have automatons working in more than half of workplaces · 7.8% of players
~5-8 hours
In a city of at least 200 people, have automatons working in more than half of your workplaces.

With a population of 200 or more, more than half of your staffed workplaces must be run by automatons. The easiest way to hit the ratio is from both directions - build automatons up, and avoid opening extra human-only workplaces that dilute the percentage.

Hi Marek!
Hidden achievement7.8% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

There was no Waldo
Explore all Frostland sites between the storms · 7.6% of players
~6-10 hours
Explore all Frostland sites between the storms.

Visit every Frostland site in the window before the storms close things down. Scout uptime is everything: build enough scout teams, keep them all moving, and prioritise distant sites first since the near ones are quick to mop up later.

We Are In This Together
Hidden achievement7.2% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Backup Plan
Stockpile 35 000 Coal and 10 000 Food Rations · 7.1% of players
~5-9 hours
Stockpile 35,000 Coal and 10,000 Food Rations.

Hold 35,000 coal and 10,000 food rations at the same time. These are large numbers, so they need a mature economy - advanced coal production plus either large-scale Hothouses or a big hunting operation - and a long run to accumulate in. Endless Mode is the natural home for this one.

I Feel Lucky
Hidden achievement6.9% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Green Thumb
Complete all improvements in Hot Springs · 6.2% of players
~4-7 hours
Complete all improvements in Hot Springs.

Hot Springs is one of the settlements you can invest in - finish every improvement it offers. Each improvement costs resources and time, so commit to it as a long-term project early rather than late.

Defender of the Oppressed
Complete all improvements in Shipwreck Camp · 6.0% of players
~4-7 hours
Complete all improvements in Shipwreck Camp.

The same investment task for Shipwreck Camp - complete its full improvement list. Plan the resource drain in advance, since improvements compete directly with your own city's construction.

Full House
Have over 700 population · 5.8% of players
~5-8 hours
Have over 700 population.

A step above City of Man - over 700 people at once. At this size, food and heat are usually what caps you rather than housing, so scale Hothouses or Hunters and Steam Hubs ahead of the population rather than reacting after people start freezing.

Master Archivist
Fill the Archives · 5.6% of players
~5-10 hours
Fill the Archives.

Build the Archives and then complete every entry it can hold. This is a long-tail collection task that spans a whole playthrough, so start the Archives as early as you can rather than leaving it to the end of a run.

Unskilled Labour
Finish any scenario without constructing Steam or Advanced buildings · 5.4% of players
~6-12 hours
Finish any scenario without constructing Steam or Advanced buildings.

Complete a scenario using only basic-tier buildings - no Steam or Advanced upgrades anywhere. Your production per worker is therefore much lower, so compensate with more buildings and more workers rather than trying to squeeze efficiency out of technology you are not allowed to use.

Worse than London
Finish a playthrough without building a single House or Bunkhouse · 5.4% of players
~6-12 hours
Finish a playthrough without building a single House or Bunkhouse.

The mirror image: get through a whole run with Tents as your only shelter. Tents are far worse at holding heat, so this becomes a heat-management challenge - keep the city tight, prioritise Generator range and Steam Hubs, and expect sickness to be a constant background problem.

Hyde Park Corner
Have a Town Square of each size · 5.4% of players
~2-4 hours
Have a Town Square of each size.

Town Squares come in more than one size, and this wants one of every size standing at the same time. Build the smallest version, then place the larger ones elsewhere in the city rather than upgrading the one you already have, so all sizes exist simultaneously.

Negotiator
Hidden achievement5.2% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Perfectionist
Build a Generator with all upgrades and no construction faults · 5.2% of players
~4-8 hours
Build a Generator with all upgrades and no construction faults.

A clean, fully upgraded Generator: every upgrade researched and built, and no construction faults picked up along the way. Faults come from how the build is handled, so keep construction properly staffed and continuous rather than starting parts you cannot finish.

Central Heating
Finish a scenario without building a single Steam Hub · 5.1% of players
~6-12 hours
Finish a scenario without building a single Steam Hub.

Get through an entire scenario with no Steam Hubs at all. All of your heat has to come from the Generator itself, which means expanding its range and keeping the city tight around it. Combining this with a small, dense layout is far easier than trying to run a sprawling city off the Generator alone.

All children on board
Hidden achievement5.1% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Walk on the Grass
Have a Garden of each size · 5.0% of players
~2-4 hours
Have a Garden of each size.

The Garden equivalent of Hyde Park Corner - one of every Garden size present in the city at once. Again, place separate gardens rather than upgrading a single one, since upgrading replaces the smaller version.

Messrs Gabriel
Use Telegraph Station 20 or more times · 4.8% of players
~3-6 hours
Use the Telegraph Station 20 or more times.

Twenty separate uses of the Telegraph Station in one run. Each use has a cooldown, so this needs a long playthrough - get the station up early and make a habit of using it every time it becomes available.

Frostland Explorer
Explore all Frostland sites in On The Edge scenario · 4.7% of players
~4-7 hours
Explore all Frostland sites in the On The Edge scenario.

On The Edge has its own Frostland map, and this asks you to visit every site on it. Get scouts out early and keep them permanently in motion - idle scouts are the single most common reason this one is missed. Track which sites you have already visited on the Frostland map so you can see what is still unexplored before the scenario ends.

All Your Base Are Connect To Us
Hidden achievement4.7% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Vegetarian
Having a choice, finish a scenario using only Hothouses · 4.6% of players
~6-12 hours
Having a choice, finish a scenario using only Hothouses.

The opposite of Carnivore - finish a scenario feeding the city entirely from Hothouses. Hothouses need heat and research investment before they produce well, so the early game is the dangerous part; bank food before you commit to shutting down hunting.

Weathering the Storm
Build the Generator with no damage from storms in Endless Mode · 4.4% of players
~2-4 hours
Build the Generator with no damage from storms in Endless Mode.

Complete the Generator in Endless Mode without any of its construction taking storm damage. That means either finishing it before storm weather arrives or making sure no part is left exposed mid-build when one hits. Building continuously, rather than starting parts you cannot immediately staff, is what protects you here.

Contractor
Develop all settlements to the highest level · 3.9% of players
~5-9 hours
Develop all settlements to the highest level.

Bring every settlement on the map up to its top development level. That takes sustained investment over a long run, so start early and keep feeding them rather than saving resources for a late push.

I'll Be Home for Christmas
Build the Generator in The Last Autumn scenario before the last shipment · 3.8% of players
~6-9 hours
Build the Generator in The Last Autumn before the last shipment.

Finish the Generator ahead of the scenario's final shipment. This is a pure speed run of The Last Autumn, so keep every Generator part continuously staffed and skip anything that does not directly accelerate construction.

Ducks in a Row
Build the Generator in The Last Autumn scenario without pauses between construction of its parts longer than 24 hours · 3.5% of players
~6-9 hours
Build the Generator in The Last Autumn without pauses between construction of its parts longer than 24 hours.

No gap longer than 24 in-game hours between finishing one Generator part and starting the next. Queue the next part before the current one completes, and make sure the materials for it are already on hand - running out of resources mid-sequence is what usually breaks the chain.

Marathon Medium
Survive 50 days of Endurance mode on Medium or higher difficulty · 3.4% of players
~3-5 hours
Survive 50 days of Endurance mode on Medium or higher difficulty.

Endurance mode is an open-ended survival mode with no scripted ending, so this is purely a question of building a city that does not collapse. Reach day 50 on Medium or above. Set up sustainable coal and food chains early rather than chasing population, because every extra mouth is another thing that can fail during a cold snap.

Better than London
Finish a playthrough without building a single Tent · 3.3% of players
~6-12 hours
Finish a playthrough without building a single Tent.

Complete a run having never placed a Tent. Since Tents are the cheap starting shelter, you have to get straight to better housing, which means restraining population growth early until your economy can support Bunkhouses or Houses.

Winter Ready
Build the Generator before the weather changes in Endless Mode · 3.3% of players
~2-4 hours
Build the Generator before the weather changes in Endless Mode.

An Endless Mode race: finish the Generator before the first weather shift arrives. Commit your entire early workforce to Generator construction and delay anything that does not feed it. Watch the weather forecast readout so you know exactly how much time you have left.

Full Dreadnought
Hidden achievement3.2% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

By the Sweat of their Brow
Survive 75 days without having automatons · 3.0% of players
~4-6 hours
Survive 75 days without having automatons.

Seventy-five days of survival with no automatons in the city at all. That means human labour has to cover every job, so plan for a larger workforce and be careful with laws and shift lengths - without machines, worker health becomes your main constraint.

No Crunch
Build the generator in The Last Autumn scenario using neither Two Shifts nor Extended Shifts · 3.0% of players
~6-9 hours
Build the generator in The Last Autumn using neither Two Shifts nor Extended Shifts.

Finish the Generator without ever enacting the Two Shifts or Extended Shifts laws. Without longer hours you need more bodies and better placement instead, so recruit aggressively and keep workplaces fully manned rather than relying on overtime.

Iron Man (New Home)
Finish the New Home scenario on Hard difficulty · 2.9% of players
~6-14 hours
Finish the New Home scenario on Hard difficulty.

A straight replay of New Home with the difficulty set to Hard. Hard tightens resource margins and shortens your reaction window, so the practical advice is to run it after you have already finished the scenario once and know where its scripted pressure points fall. Front-load coal and food infrastructure, and do not delay laws that raise your ceiling on production - on Hard you rarely get a second chance to catch up.

Sprinter
Hidden achievement2.9% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Guardian
Complete all improvements in Children's Mine · 2.9% of players
~4-7 hours
Complete all improvements in Children's Mine.

Complete every improvement available at Children's Mine. As with the other settlement projects, it is a sustained resource commitment rather than a difficult decision - start it early so you are not short at the end.

Bonus Pater Familias
Build the Generator in The Last Autumn scenario without anyone dying · 2.7% of players
~6-9 hours
Build the Generator in The Last Autumn without anyone dying.

Complete the Generator with zero deaths. In The Last Autumn most deaths come from workplace accidents, so lean towards safer working conditions and better medical coverage even when it slows construction. Speed and safety pull against each other here - pick safety.

Social Activist
Make all other settlements loyal to you · 2.7% of players
~5-9 hours
Make all other settlements loyal to you.

Raise every other settlement's opinion of you to loyal. Take the cooperative, generous option in their requests consistently - one exploitative decision can undo a lot of accumulated goodwill.

Charcoaled
Finish a playthrough with Charcoal Kilns as the only buildings that provide Coal · 2.5% of players
~6-12 hours
Finish a playthrough with Charcoal Kilns as the only buildings that provide Coal.

Complete a run where every unit of coal came from Charcoal Kilns - no coal mines, thumpers or piles. Kilns convert wood, so your wood economy has to be large enough to feed both construction and heating. Expect to build far more kilns and wood gathering than a normal run needs.

Urban Planner
Have 300 people living in the heat zone of a single Steam Hub · 2.4% of players
~3-6 hours
Have 300 people living in the heat zone of a single Steam Hub.

Pack 300 residents into the area heated by one Steam Hub. That means dense high-capacity housing placed tightly around the hub rather than spread along the ring. Build the hub first, then fill every buildable tile inside its heat radius with housing before checking the count.

Unforgiven
Hidden achievement2.3% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Ultramarathon Medium
Survive 100 days of Endurance mode on Medium or higher difficulty · 2.1% of players
~5-8 hours
Survive 100 days of Endurance mode on Medium or higher difficulty.

Double the Marathon target - 100 days of Endurance mode on Medium or above. Past the first 50 days the challenge shifts from survival to sustainability, so make sure your coal supply is something that scales (mines and automatons) rather than something that runs out.

One More Day Syndrome
Build the Generator and reach day 100 in Endless Mode · 2.1% of players
~5-8 hours
Build the Generator and reach day 100 in Endless Mode.

In Endless Mode, get the Generator built and then keep the city alive to day 100. The Generator is the easy half; the second half is a long-term economy problem, so invest in coal automation and research early rather than pushing population.

My Turn to Speak
Hidden achievement2.0% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Iron Man (The Arks)
Finish The Arks scenario on Hard difficulty · 2.0% of players
~6-14 hours
Finish the The Arks scenario on Hard difficulty.

A straight replay of The Arks with the difficulty set to Hard. Hard tightens resource margins and shortens your reaction window, so the practical advice is to run it after you have already finished the scenario once and know where its scripted pressure points fall. Front-load coal and food infrastructure, and do not delay laws that raise your ceiling on production - on Hard you rarely get a second chance to catch up.

Fisher King
Build the Generator in The Last Autumn scenario without setting up any Foragers' Camps · 1.8% of players
~6-9 hours
Build the Generator in The Last Autumn without setting up any Foragers' Camps.

No Foragers' Camps at all during the Generator build. That removes one of your food sources, so compensate through the scenario's other supply options and keep a food buffer before you would normally need one.

New Home Survivor
Finish the New Home scenario in Survivor Mode. · 1.7% of players
~6-14 hours
Finish the New Home scenario in Survivor Mode.

Survivor Mode is the game's ironman-style setting - it removes the safety net of freely reloading, so a mistake you would normally undo becomes permanent. Complete New Home start to finish under it. The winning approach is conservative: keep a deeper coal and food buffer than you think you need, and never take a risky gamble on a scouting or law decision when a slower safe option exists.

Endless Social Activist
Make all other settlements loyal to you in Endless Mode · 1.7% of players
~4-7 hours
Make all other settlements loyal to you in Endless Mode.

The Endless Mode version of the settlement-diplomacy goal: bring every other settlement on the map to a loyal standing towards your city. That means consistently choosing the cooperative option in their requests and keeping the relationship warm over many in-game weeks, so plan for a long run rather than a burst of goodwill.

The Iron Saviour
Finish the New Home scenario with no deaths from cold, hunger, sickness or overwork on Hard difficulty · 1.6% of players
~8-14 hours
Finish the New Home scenario with no deaths from cold, hunger, sickness or overwork, on Hard difficulty.

The Saviour with the difficulty raised to Hard, which shrinks every margin you were relying on. Do this only after you have already completed a clean run on a lower setting and know exactly where the scenario's crunch points fall. Keeping the population deliberately small is usually easier than trying to protect a large one.

Golden Path
Hidden achievement1.5% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Iron Man (Refugees)
Finish the Refugees scenario on Hard difficulty · 1.5% of players
~6-14 hours
Finish the Refugees scenario on Hard difficulty.

A straight replay of Refugees with the difficulty set to Hard. Hard tightens resource margins and shortens your reaction window, so the practical advice is to run it after you have already finished the scenario once and know where its scripted pressure points fall. Front-load coal and food infrastructure, and do not delay laws that raise your ceiling on production - on Hard you rarely get a second chance to catch up.

I See Friends Holding Hands
Have an ally send Emergency Aid to another settlement · 1.5% of players
~5-9 hours
Have an ally send Emergency Aid to another settlement.

Rather than sending aid yourself, get one of your allied settlements to send Emergency Aid to a different settlement. That requires a well-developed diplomatic web, so build up multiple loyal settlements first and then look for the event where one can assist another.

The Arks Survivor
Finish The Arks scenario in Survivor Mode. · 1.4% of players
~6-14 hours
Finish the The Arks scenario in Survivor Mode.

Survivor Mode is the game's ironman-style setting - it removes the safety net of freely reloading, so a mistake you would normally undo becomes permanent. Complete The Arks start to finish under it. The winning approach is conservative: keep a deeper coal and food buffer than you think you need, and never take a risky gamble on a scouting or law decision when a slower safe option exists.

Marathon Hard
Survive 50 days of Endurance mode on Hard or higher difficulty · 1.4% of players
~3-5 hours
Survive 50 days of Endurance mode on Hard or higher difficulty.

The same 50-day Endurance target with the difficulty raised to Hard or above. Higher difficulty compresses your margins, so the reliable route is a smaller, denser city inside good heat coverage rather than a sprawling one you cannot keep warm.

Iron Man (Fall of Winterhome)
Finish the Fall of Winterhome scenario on Hard difficulty. · 1.2% of players
~6-14 hours
Finish the Fall of Winterhome scenario on Hard difficulty.

A straight replay of Fall of Winterhome with the difficulty set to Hard. Hard tightens resource margins and shortens your reaction window, so the practical advice is to run it after you have already finished the scenario once and know where its scripted pressure points fall. Front-load coal and food infrastructure, and do not delay laws that raise your ceiling on production - on Hard you rarely get a second chance to catch up.

Marathon Extreme
Survive 50 days of Endurance mode on Extreme difficulty · 1.2% of players
~3-5 hours
Survive 50 days of Endurance mode on Extreme difficulty.

50 days of Endurance mode at Extreme. At this setting almost nothing is forgiving, so the run is decided by your opening: secure heat, coal and food before doing anything speculative, and keep an unbroken research queue so efficiency upgrades arrive before the weather does.

Iron Man (The Last Autumn)
Build the Generator in The Last Autumn scenario on Hard difficulty · 1.2% of players
~6-9 hours
Build the Generator in The Last Autumn scenario on Hard difficulty.

The Last Autumn on Hard, taken to a completed Generator. The scenario is a construction race rather than a survival grind, so the Hard variant mostly punishes idle build sites and badly staffed shifts. Keep every Generator part staffed continuously and treat any pause in construction as lost ground.

You Had To Do It
Hidden achievement1.2% of players
~Unknown
Hidden achievement - trigger not verified.

This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.

Refugees Survivor
Finish the Refugees scenario in Survivor Mode. · 1.1% of players
~6-14 hours
Finish the Refugees scenario in Survivor Mode.

Survivor Mode is the game's ironman-style setting - it removes the safety net of freely reloading, so a mistake you would normally undo becomes permanent. Complete Refugees start to finish under it. The winning approach is conservative: keep a deeper coal and food buffer than you think you need, and never take a risky gamble on a scouting or law decision when a slower safe option exists.

Ultramarathon Hard
Survive 100 days of Endurance mode on Hard or higher difficulty · 1.1% of players
~5-8 hours
Survive 100 days of Endurance mode on Hard or higher difficulty.

100 days of Endurance mode at Hard or above. Long runs at high difficulty are won by infrastructure, not micromanagement: fully upgraded Generator, automated coal, and enough Hothouse or Hunter capacity that a bad week does not empty your food stores.

On the Waterfront
Have 4 Advanced Docks and 12 Reloading Stations working at the same time · 1.1% of players
~4-7 hours
Have 4 Advanced Docks and 12 Reloading Stations working at the same time.

A Last Autumn infrastructure target: four Advanced Docks plus twelve Reloading Stations, all staffed and operating at once. Both are dock-side buildings, so plan the waterfront layout early and make sure you have the workforce to man all sixteen at the same moment.

Not great, not terrible
Build the Generator in The Last Autumn scenario, employing people neither in Safe nor Deadly workplaces · 1.1% of players
~6-9 hours
Build the Generator in The Last Autumn employing people neither in Safe nor Deadly workplaces.

Every workplace has to sit in the middle band - nothing configured as Safe, nothing as Deadly. The scenario lets you set working conditions per site, so audit each one as you build it and keep it on the middle setting for the whole run.

The Winterhome Survivor
Finish the Fall of Winterhome scenario in Survivor Mode. · 1.0% of players
~6-14 hours
Finish the Fall of Winterhome scenario in Survivor Mode.

Survivor Mode is the game's ironman-style setting - it removes the safety net of freely reloading, so a mistake you would normally undo becomes permanent. Complete Fall of Winterhome start to finish under it. The winning approach is conservative: keep a deeper coal and food buffer than you think you need, and never take a risky gamble on a scouting or law decision when a slower safe option exists.

Ultramarathon Extreme
Survive 100 days of Endurance mode on Extreme difficulty · 1.0% of players
~5-8 hours
Survive 100 days of Endurance mode on Extreme difficulty.

The hardest endurance target in the game - 100 days at Extreme. Everything that is merely advisable on lower settings becomes mandatory here: maximum heat efficiency, automatons covering the dangerous jobs, and a permanent stockpile buffer so a single storm cannot end the run.

The Last Autumn Survivor
Build the Generator in The Last Autumn scenario in Survivor Mode. · 1.0% of players
~6-9 hours
Build the Generator in The Last Autumn scenario in Survivor Mode.

The Last Autumn played under Survivor Mode, taken to a finished Generator. Because you cannot roll back a bad decision, the safe line is to prioritise worker safety and steady staffing over aggressive shortcuts - a workplace accident you would normally reload past will stick with you for the rest of the run.

A for Effort
Build a Generator with all construction faults in Endless Mode · 1.0% of players
~2-4 hours
Build a Generator with all construction faults in Endless Mode.

The inverse of Perfectionist: finish an Endless Mode Generator having accumulated every construction fault it can have. This is a deliberately bad run, so make the choices you would normally avoid during construction. Because it is a joke achievement, it is best done on a throwaway save rather than a run you care about.

Iron Man (On The Edge)
Finish On The Edge scenario on Hard difficulty · 1.0% of players
~6-14 hours
Finish the On The Edge scenario on Hard difficulty.

A straight replay of On The Edge with the difficulty set to Hard. Hard tightens resource margins and shortens your reaction window, so the practical advice is to run it after you have already finished the scenario once and know where its scripted pressure points fall. Front-load coal and food infrastructure, and do not delay laws that raise your ceiling on production - on Hard you rarely get a second chance to catch up.

Emissions Reduction
Build the Generator in The Last Autumn scenario using no Coal consuming buildings · 0.9% of players
~6-9 hours
Build the Generator in The Last Autumn using no coal-consuming buildings.

Complete the Generator without ever running a building that burns coal. Every powered option you would normally reach for is off the table, so plan the whole build around the non-coal alternatives the scenario provides and expect a slower, more labour-heavy run.

All Along the Watchtower
Build the Generator in The Last Autumn scenario with only convicts and engineers left at the end · 0.9% of players
~6-9 hours
Build the Generator in The Last Autumn with only convicts and engineers left at the end.

At the moment the Generator completes, your remaining workforce must consist solely of convicts and engineers. That means steering the scenario's population decisions deliberately throughout, not just at the end - work out which choices remove or add each group before you commit to them.

On The Edge Survivor
Finish On The Edge scenario in Survivor Mode · 0.9% of players
~6-14 hours
Finish the On The Edge scenario in Survivor Mode.

Survivor Mode is the game's ironman-style setting - it removes the safety net of freely reloading, so a mistake you would normally undo becomes permanent. Complete On The Edge start to finish under it. The winning approach is conservative: keep a deeper coal and food buffer than you think you need, and never take a risky gamble on a scouting or law decision when a slower safe option exists.

Arise Ye Workers
Build the Generator in The Last Autumn scenario with only workers left at the end · 0.8% of players
~6-9 hours
Build the Generator in The Last Autumn with only workers left at the end.

The mirror of All Along the Watchtower - only workers may remain when the Generator finishes. As with that one, this is decided by the population choices you make across the scenario, so plan the route in advance rather than trying to correct course at the end.

Slave Driver
Make all other settlements distrustful towards you · 0.8% of players
~5-9 hours
Make all other settlements distrustful towards you.

The opposite of Social Activist: push every settlement's opinion down to distrustful. Choose the exploitative option every time they interact with you. Since it directly conflicts with the loyalty achievement, run it on a separate save.

Endless Slave Driver
Make all other settlements distrustful towards you in Endless Mode · 0.7% of players
~4-7 hours
Make all other settlements distrustful towards you in Endless Mode.

The opposite of Endless Social Activist - drive every other settlement's opinion of you down to distrustful in Endless Mode. Take the exploitative or self-serving option whenever the settlements interact with you. Since it is mutually exclusive with the loyalty achievement in a single run, do it on a separate save.

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