
A lot of this list is single-run conditions that don’t conflict with each other, so you can earn several at once instead of replaying for each. Each plan below is one run. Achievements in a plan are marked with a ⛓ badge further down.
Four island-scoped achievements want the same thing - a clean island - so do them together on the very first island of an Easy run, where missions are shortest and the Vek weakest. Use the starting Rift Walkers so Island Secure lands at the same moment. Read every objective before moving, protect buildings above all, take missions that show Reputation rewards, and never let a mech take a hit.
- ✓▢Island Secure — Complete 1st Corporate Island with the Rift Walkers squad
- ✓▢Perfect Island — Do not fail any objective on a single Corporate Island
- ✓▢The Defenders — Finish a Corporate Island without taking Building Damage
- ✓▢Good Samaritan — Earn 9 Reputation from missions on a single Corporate Island
- ✓▢Untouchable — Finish a Corporate Island without taking Mech Damage (Repaired damage is still damage)
Untouchable is the one that changes how you play: blocking an emerging Vek by standing on its tile costs the mech a point of damage, and repaired damage still counts. So on this island you give up spawn-blocking entirely, which makes The Defenders harder. If the combination is too much, drop Untouchable and keep the other four - they all agree with each other.
Five achievements all ask for three islands played under a restriction, and none of the restrictions contradict each other: fail no objectives, stay at 4+ Grid Power, equip no new pilots or weapons, power no weapon modifications, and shoot every Time Pod instead of collecting it. Pick a squad whose starting weapons are already strong, put every core into health, move and reactor, and stop after the third island if the run is falling apart - none of these needs a victory.
- ✓▢There is No Try — Finish 3 Corporate Islands without failing an objective
- ✓▢Sustainable Energy — Finish 3 Corporate Islands without dropping below 4 Grid Power
- ✓▢Trusted Equipment — Finish 3 Corporate Islands without equipping any new Pilots or weapons
- ✓▢Engineering Dropout — Finish 3 Corporate Islands without powering a Weapon Modification
- ✓▢Chronophobia — Finish 3 Corporate Islands and destroy every Time Pod discovered
Conflict: Chronophobia (destroy every Time Pod) cannot share a run with Loot Boxes! (open 5 Time Pods), so keep them apart. Destroying pods also means you find no new pilots on this run, which slows Come Together - that is fine, because Trusted Equipment would forbid equipping them anyway.
Three achievements are gated to a Random squad. Roll squads until you get one you trust, then collect every Time Pod you see, keep the Power Grid full so earned power overpowers it and pushes Grid Defense up, and go to the final island at the shortest length.
- ✓▢Lucky Start — Beat the game (any length) without spending any Reputation with a Random squad
- ✓▢Change the Odds — Raise Grid Defense to 30% or more with a Random squad
- ✓▢Loot Boxes! — Open 5 Time Pods in a single game with a Random squad
Tension: Lucky Start forbids spending any Reputation, so you cannot buy Power for Change the Odds - the Grid Defense has to come from power earned in missions. If it does not reach 30% on a no-spend run, get Change the Odds on a separate Random run where you do buy power. Loot Boxes! conflicts with Chronophobia, so never plan both on one run.
All three Flame Behemoths achievements can land in a single battle. Pick a large open map with few water tiles, spread fire every turn, use the Swap Mech to teleport a unit four tiles early on, and push Vek into burning tiles until five are alight at once. Hold the final kills until 12 tiles are burning, then end the battle.
- ✓▢Quantum Entanglement — Teleport a unit 4 tiles away with the Flame Behemoths squad
- ✓▢This is Fine — Have 5 enemies on Fire simultaneously with the Flame Behemoths squad
- ✓▢Scorched Earth — End a battle with 12 tiles on Fire with the Flame Behemoths squad
Order matters: Scorched Earth counts fire at the END of the battle, so do not rush the last kill.
Perfect Battle wants no mech or building damage in one battle and Stormy Weather wants 12 Electric Smoke damage in one battle. Smoke is the answer to both: Vek standing in smoke cannot attack, and the squad passive damages them. Smoke every threatening Vek each turn and let the damage pile up over a long mission.
- ✓▢Perfect Battle — Take no Mech or Building Damage in a single battle with the Rusting Hulks squad (Repaired damage is still damage)
- ✓▢Stormy Weather — Deal 12 damage with Electric Smoke in a single battle with the Rusting Hulks squad
Overpowered is the third Rusting Hulks achievement, but its description does not say single battle, so it is not included here.
Complete 1st Corporate Island with the Rift Walkers squad.
The Rift Walkers are the starting squad, so this comes naturally on your first run: pick any of the four islands, finish its missions and win the island's final battle. You do not need to win every objective, just secure the island.
Have a Pilot reach maximum level.
Pilots earn experience from kills. Keep the same pilot alive and let them take the finishing blows; a pilot who survives most of a run will usually get there without you trying.
Drown 3 enemies in water in a single battle with the Rift Walkers squad.
Pick a mission map with water tiles. Most ground Vek die when pushed into water, and the Rift Walkers are built around pushing: the Combat Mech's punch and the Artillery Mech's side-push both shove enemies. Flying and massive enemies are the exceptions, so choose ordinary walkers as your targets. Three in one battle, not across a run.
Unlock a new Mech Squad.
Squads other than the Rift Walkers are unlocked from the squad selection screen with coins you earn from achievements, so the squad-specific achievements open up as you go. The first few achievements most players earn give enough to unlock one squad straight away.
Do not fail any objective on a single Corporate Island.
Every mission lists its objectives (protect a building, kill X enemies, keep a unit alive, and so on). Read them before your first move and treat them as the real win condition. The first island of a run is the easiest place to get this, because the missions are shorter and the Vek weaker. Bonus objectives count, so skip missions whose bonus looks unreliable if you are choosing.
Beat the game (any length).
You can go to the final island after securing 2, 3 or 4 Corporate Islands. Securing only 2 is the shortest route, but you face the finale with fewer upgrades; many players find a 3-island run the comfortable middle. Easy difficulty counts.
Finish a Corporate Island without taking Building Damage.
Any hit that damages a building on that island breaks it, including damage from your own shots or pushed units. Prioritise blocking Vek attacks over killing, stand mechs on emerging spawn tiles near buildings, and push attackers so their targeting lines point away from the city. Do it on the first island of an Easy run.
Spend 50 Reputation across all games.
Reputation is earned from mission objectives and spent in the shop after each island. This is a running total across every game, so it arrives on its own if you spend your Reputation each time instead of banking it.
Unlock 6 additional Pilots.
Extra pilots are found in Time Pods and as rewards during runs; once found and rescued they stay unlocked for future runs. Collect every Time Pod you can reach until the count is done.
Have 3 Pilots at maximum level simultaneously.
Same idea as Field Promotion, but for the whole squad at the same time. Spread the kills around rather than letting one mech hog them, and avoid losing pilots, because a new pilot starts from zero.
Block 100 Vek across all games.
When a Vek is about to emerge, the tile is marked. Ending a turn with any unit standing on that tile blocks the emergence (the unit takes a point of damage). This counts across all games, so just make a habit of it.
Earn 9 Reputation from missions on a single Corporate Island.
Reputation comes from completed objectives, so this pairs naturally with Perfect Island. Prefer missions whose rewards show Reputation stars and make sure you complete them all.
Finish 3 Corporate Islands without dropping below 4 Grid Power.
Grid Power drops when buildings are hit. Buy Grid Power in the shop when you can, protect buildings above all, and remember that a Grid Defense roll only helps if you are lucky. The run does not need to end in victory; you only need three islands.
Take no Mech or Building Damage in a single battle with the Rusting Hulks squad (Repaired damage is still damage).
The Rusting Hulks can fill tiles with smoke, which cancels the attacks of Vek standing in it. Smoke the enemies that threaten you each turn and keep your mechs out of danger. Choose a short, early mission on the first island.
Kill an enemy by pulling it into yourself with the Zenith Guard squad.
The Zenith Guard's Defense Mech carries a pull weapon. Pulling an enemy into your own mech deals bump damage to both units, so pick a Vek on 1 health and pull it into the mech that fired.
Overpower your Power Grid twice by earning or buying Power when it is full with the Rusting Hulks squad.
If the grid is already full and you earn or buy more power, it overpowers instead. Keep the grid undamaged and pick missions that reward Grid Power, or buy Power in the shop while full. Twice in the same run is safest; the description does not say it must be a single game, so we are not certain whether it accumulates.
Block damage with a Shield 4 times in a single battle with the Zenith Guard squad.
The Zenith Guard's Defense Mech shields units and buildings. Put shields on the buildings or mechs that Vek are targeting; each absorbed attack counts. Four in one battle is easier on maps with many Vek.
Kill an enemy 5 or more tiles away with a Dash Punch with the Rift Walkers squad.
The Dash Punch is the Combat Mech's Titan Fist with its Dash upgrade powered, which lets the mech charge in a straight line before punching. Line up a long, clear lane toward a weakened enemy and dash across it.
Rescue 100,000 civilians across all games.
The civilians you protect count up automatically across every run. Play and it arrives.
Have the Chain Whip attack chain through 10 tiles with the Blitzkrieg squad.
The Blitzkrieg's Lightning Mech chains its attack through adjacent occupied tiles. Build a long connected line of units and buildings (the Hook Mech and Rock launcher help you arrange it) and fire into one end. Plan it over a couple of turns on a crowded map.
Collect 10 Perfect Island rewards across all games.
Each island you finish with no failed objectives (see Perfect Island) gives a Perfect Island reward. Ten over any number of runs.
Push 3 enemies with a single attack with the Steel Judoka squad.
The Steel Judoka's Gravity Well and Vice Fist move enemies; the Vek emerging and bunching up near buildings gives you chances. Wait for a turn where three enemies sit inside one area-effect push and fire.
Earn or buy 10 Grid Power on a single Corporate Island.
Choose missions whose rewards show Grid Power, and spend Reputation on Power in that island's shop. It is on a single island, so plan the route from the start.
End a battle with 12 tiles on Fire with the Flame Behemoths squad.
The Flame Behemoths set tiles alight as they attack. Spend the last turns of a battle spreading fire rather than finishing kills, and choose a map with plenty of open ground. Water and ice will not help you here.
Have an individual Pilot fight the final battle 3 times across multiple games.
After a run ends you can send one surviving pilot into the next timeline. Keep choosing the same pilot and take them to the final battle in three separate games.
Finish 3 Corporate Islands without failing an objective.
Perfect Island, three times in a row in the same run. Pick missions with objectives you are confident in and prioritise objectives over kills.
Beat the game with 4 different Squads (any length).
Four separate victories, each with a different squad. Short 2-island runs on Easy are the fastest route.
Beat the game at least once per length (2, 3, & 4 Islands secured).
You choose the length by how many islands you secure before going to the final island. Three separate wins, one at each length; these can also count toward Squads Victory if you use different squads.
Shoot the Cryo-Launcher 4 times in a single battle with the Frozen Titans squad.
The Cryo-Launcher freezes its target and the mech that fired it, so the mech is stuck until thawed. Get it freed (another attack breaks the ice) and fire it again; four shots over a long battle.
Kill less than 3 enemies in a single battle with the Frozen Titans squad.
The Frozen Titans freeze rather than kill, which is why this sits in their set. Freeze threats, block spawns and protect objectives without finishing enemies. Avoid missions whose objectives demand kills.
Teleport a unit 4 tiles away with the Flame Behemoths squad.
The Flame Behemoths' Swap Mech teleports by swapping places with a unit. Target something four tiles away (the weapon may need its range upgrade depending on your build).
Have 5 enemies on Fire simultaneously with the Flame Behemoths squad.
Spread fire across the map and push or swap Vek into burning tiles. Burning enemies take damage each turn, so aim to set many alight in the same turn rather than killing them first.
Deal 12 damage with Electric Smoke in a single battle with the Rusting Hulks squad.
The Rusting Hulks' squad passive turns smoke electric, damaging Vek that stand in it. Lay smoke on tiles enemies are standing in or moving to, and keep it going for a long battle.
Heal 10 Mech Health in a single battle with the Hazardous Mechs squad.
The Hazardous Mechs heal when they kill, so they deliberately take damage from their own attacks. Trade health for kills and let the healing pile up across the battle.
Hit 4 enemies with a single laser with the Zenith Guard squad.
The Laser Mech's beam hits every tile in a line. Use the squad's pull and the Charge Mech to shove enemies into a row, then fire down it.
Finish a Corporate Island without taking Mech Damage (Repaired damage is still damage).
No damage to any mech across the whole island, which also rules out blocking Vek spawns by standing on them. Play the first island of an Easy run, keep mechs out of targeting lines and never end a turn on an emergence tile.
Have 4 enemies die from enemy fire in a single battle with the Steel Judoka squad.
The Steel Judoka's whole plan is repositioning Vek so their own attacks hit each other. Move enemies into the firing lines of other Vek after they have committed to an attack.
Block 4 emerging Vek in a single turn with the Blitzkrieg squad.
You need four units standing on four emergence tiles at the end of one turn. Your three mechs plus a Rock from the Blitzkrieg's Boulder Mech (or any other unit you can place) cover four spawns.
Deal 8 damage to a unit with a single attack with the Hazardous Mechs squad.
The Hazardous Mechs' Leap Mech and Unstable Tank hit hard and scale with upgrades. Power up damage upgrades with your cores and target a large enemy (or a boss) so the damage is not wasted.
Encounter a familiar face.
Steam does not say more than that, and we have not verified the exact trigger. It is commonly linked to a crossover pilot you can find during runs. Check a community guide if it does not arrive naturally.
Beat the game with 3 of the same Mech in a Custom squad.
Build a Custom squad from three copies of one mech. A self-sufficient mech with push and good damage makes this far easier than a pure support mech. Go for the shortest length on Easy.
Finish the first 2 Corporate Islands in under 30 minutes with the Blitzkrieg squad.
The timer runs while you play, so this is a speed run: play Easy, do not agonise over each move, skip reading event text and go straight through the shop. The run does not need to win afterwards.
Raise Grid Defense to 30% or more with a Random squad.
Grid Defense is the chance a building resists damage. It rises when you overpower the grid (earn or buy power while it is full) and through some rewards. Keep the grid full and buy power until the percentage passes 30.
Have Mech Armor absorb 5 damage in a single battle with the Steel Judoka squad.
Armored mechs reduce each hit by one. The Steel Judoka's Judo Mech is armored; put it in harm's way to soak five separate hits across a battle.
Finish 3 Corporate Islands without equipping any new Pilots or weapons.
You can still collect rewards, just do not equip them. Cores and upgrades to existing weapons are not new weapons, so power up what you start with.
Beat the game with 3 different Mechs from the same class in a Custom squad.
Mechs are grouped by class (Prime, Brute, Ranged, Science, Cyborg). Pick three different mechs from one class; Prime and Brute are the easiest to win with.
Finish 4 Corporate Islands without a Mech being destroyed at the end of a battle with the Hazardous Mechs squad.
The Hazardous Mechs hurt themselves to heal on kills, which makes this risky. The wording is about a mech being destroyed at the end of a battle, so a mech that goes down mid-battle and is back up by the end may still be fine; we have not tested it. Secure four islands on Easy.
Open 5 Time Pods in a single game with a Random squad.
Time Pods drop onto the map during missions; move a mech onto one to collect it and it opens at the end of the mission. Collect every pod you see in one run. This directly conflicts with Chronophobia, which asks you to destroy them.
Finish 3 Corporate Islands without powering a Weapon Modification.
Put every core into mech health, move or reactor instead of weapon upgrades. Pick a squad whose base weapons are already strong.
Kill 3 enemies with a single attack of the Janus Cannon with the Frozen Titans squad.
The Janus Cannon fires in two directions at once. Line up low-health enemies on both sides of the firing mech, weakened by earlier attacks, and fire.
Pierce a Walking Bomb with the AP Cannon to kill an Enemy with the Bombermechs squad.
The Bombermechs deploy Walking Bombs. Place one between your AP Cannon mech and an enemy, then fire through the bomb so the shot continues into the enemy and kills it.
Beat the game on Hard (any length).
Any squad and any length, so use your most comfortable squad on a 2-island run. Everything above stacks well with this if you want to attempt it after practice.
Do 4 damage with the Reverse Thrusters with the Mist Eaters squad.
Steam does not specify single attack or single battle; we have not verified which. Upgrade the Reverse Thrusters if you can and use them on crowded targets.
Crack 10 tiles in one mission with the Cataclysm squad.
The Cataclysm squad cracks ground with its attacks. Hit fresh tiles each turn rather than the same ones, on a large open map.
Beat the game with 3 flying Mechs in a Custom squad.
Build a Custom squad from three mechs that fly. Flying mechs ignore water and chasms, which makes positioning easier; pick ones with push or strong damage.
Heal 12 damage over the course of a single Island with the Mist Eaters squad.
The Mist Eaters heal through their smoke-based squad mechanic. Keep taking and healing damage through every mission of one island.
Beat the game with all 10 primary Squads (any length).
The long one: a victory with each of the ten primary squads. Short Easy runs are fine. You unlock the squads with coins earned from achievements as you go.
Beat the game (any length) without spending any Reputation with a Random squad.
No shopping at all. Take the shortest length and hope the random squad is a good one; restart until it is. Conflicts with Change the Odds if you planned to buy power for it.
Spawn 15 Arachnoids in one Island with the Arachnophile squad.
The Arachnophile's weapons spawn Arachnoids from kills. Keep killing with those weapons through every mission of one island.
Finish 3 Corporate Islands and destroy every Time Pod discovered.
Shoot every Time Pod instead of collecting it. You lose the rewards inside, which is the whole challenge. Directly conflicts with Loot Boxes!.
Move Enemies with Control Shot 120 spaces in one game with the Mist Eaters squad.
Use Control Shot as often as possible across a whole run, moving enemies the full distance each time.
Block 30 Emerging Vek by the end of Island 2 with the Bombermechs squad.
Stand mechs and Walking Bombs on emergence tiles every turn from the first mission. Walking Bombs are cheap blockers, which is why this sits in the Bombermechs set.
Drop 10 Enemies into pits on one Island with the Cataclysm squad.
Crack tiles into chasms and push ground Vek into them. Flying enemies ignore chasms, so target walkers.
Have 7 units (any team) die in a single turn with the Bombermechs squad.
Any team counts, so your own Walking Bombs dying count too. Pack bombs among a crowd of weakened Vek and set off a chain in one turn.
Area Shift 4 units at once with the Arachnophile squad.
Area Shift moves every unit in its area. Wait until four units (Vek, Arachnoids or mechs) sit inside it.
Kill 3 Enemies with 1 shot of the Ricochet Rocket with the Arachnophile squad.
The Ricochet Rocket bounces between targets. Weaken three enemies first so the rocket finishes all three.
Boost 8 Mechs in one mission with the Heat Sinkers squad.
The Heat Sinkers boost mechs through fire. Count boosts across all turns of a single mission; longer missions make this easier.
Light 3 Enemies on fire with a single attack with the Heat Sinkers squad.
Find an area or line attack in the Heat Sinkers' kit and wait until three enemies are inside it.
Deal 8 damage with a single activation of the Quick-Fire Rockets with the Heat Sinkers squad.
Boost the rocket mech first and upgrade the weapon; target several enemies with it so the total reaches eight.
Destroy 20 mountains in one game with the Cataclysm squad.
Mountains take two hits to destroy. Across a whole run, shoot mountains whenever your mechs have nothing better to do.











