
Pricing is the core of the shop loop: set a price, then read the emoji reaction the customer gives above their head. A neutral or content reaction means the price is close, and the perfect-price feedback is the one where they buy without hesitating at the top of the acceptable band. The notebook records the best price you have found for each item, so once an item is logged you can reprice it exactly and bank perfect sales quickly. Twenty is a low bar if you deliberately reprice known items rather than guessing.
This checks gold you are holding, not gold earned in total, so avoid spending everything the moment you get back from a dungeon. An early full-inventory dungeon run plus one good shop day clears 5,000 comfortably. If you keep buying upgrades you can stall this, so bank a run or two before your next purchase.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
Shop upgrades are bought from the town, and the second tier is the cheapest one. Sell a couple of dungeon hauls, keep the gold rather than spending it on weapons, and buy the upgrade as soon as it is affordable. Doing this early is also good play, since each shop tier increases how much you can display and sell.
The Golem King is the boss at the bottom of the Golem Dungeon. Bring a weapon you are comfortable with, keep potions stocked from the town, and remember that dying costs you part of your haul, so bank loot before attempting a boss floor. The description confirms only that you must defeat it; specific attack patterns are not detailed in the Steam data, so treat a first attempt as a scouting run.
Same rule as Saver: it is gold in hand, not lifetime earnings. Do a few uninterrupted dungeon-and-sell cycles without buying anything and the total climbs quickly once mid-game materials start dropping.
Secret rooms are hidden behind breakable or otherwise non-obvious walls in the procedural dungeon layouts. Check dead ends and rooms whose shape does not match the rest of the floor, and attack suspicious walls. Because dungeons regenerate every run, this accumulates naturally over many runs rather than needing a specific seed.
Deliberately stop spending for several cycles. Late-dungeon loot priced from the notebook is worth many times early loot, so the fastest route is to reach the later dungeons first and then save rather than trying to grind this early.
The third shop tier costs noticeably more than the second. Prioritise selling high-value items at their notebook-recorded best price rather than dumping everything cheap, and this arrives on schedule as you clear the earlier dungeons.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
The boss of the Forest Dungeon. Approach it the same way as the Golem King: clear the earlier floors to build up potions and gold, bank your inventory before the boss floor so a death costs less, and expect a scouting attempt before a clean kill.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
By the fourth tier the upgrade cost is large enough that you want an efficient sell loop: fill the shop with the highest-value items your current dungeon drops, price them from the notebook, and restock between customers rather than after the day ends.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
The boss of the Desert Dungeon. By this point weapon choice matters more, so craft an upgraded weapon from the blacksmith before attempting it rather than pushing on with early gear.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
This is the big money grind. It wants a million gold held at once, so you need to stop buying upgrades entirely and run the highest-value dungeon repeatedly, selling full inventories at notebook-perfect prices. Investing in the town merchants and the largest shop first makes each cycle worth far more, so do those before you start hoarding.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
The last shop tier is the most expensive purchase in the town. Late dungeon materials sell for far more than early ones, so this is much faster once you are running the later dungeons. Keep upgrading rather than hoarding, because a bigger shop directly increases income per day.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
Trick Weapons are a separate weapon category from the crafted trees. The Steam description confirms only that you need to get your first one; it does not state the source, so if it has not appeared by mid-game, check a community guide for where they come from.
The opposite reading of the customer reaction system: price an item a little above its ideal value so the buyer reacts unhappily but still buys. The notebook's recorded best price is your reference point, so nudge above it. Twenty sales is quick once you know an item's real value.
The Town Board lets you invest in Rynoka to unlock and improve the other shops. Every entry costs gold, so this is a money sink rather than a skill check, and it pays for itself because the upgraded town shops make the rest of the game easier. Buy them as you can afford them rather than saving for the last one.
The boss of the Tech Dungeon, the last of the four main dungeons. Fully upgraded gear and a good potion stock are worth the detour here.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
Deaths accumulate across the whole playthrough, so this is really a discipline check. Use the merchant's return pendant to bail out with your loot when your health gets low instead of pushing one more room, and keep potions stocked. Forty is generous if you leave dungeons early rather than dying in them.
The fifth door is the endgame content beyond the four main dungeons. The Steam description deliberately gives nothing away and the trigger is not documented in the schema, so this is a story-progress achievement: finish the main dungeons and follow the game through to its conclusion.
A straight kill counter tied to the Golem Dungeon's enemy type. It accrues on its own while you farm the dungeon for money, so do not grind it separately.
Le Retalier is one of the town shops. This only counts purchases, not what you do with them, so ten separate cheap buys are enough. Stock rotates, so return to the shop over several in-game days.
Wave rooms lock you in and send successive groups of enemies. Enter one with full health and potions, keep moving, and clear all four waves in one go. These appear randomly in dungeon generation, so it may take a few runs to meet one.
Decorations are cosmetic shop furnishings bought in town. Purely a gold sink, so fold it into your general money grind rather than treating it as a separate goal.
Crazy Pete's notes are collectible readables. You must actually open each one, not just pick it up. Because they are spread across the game, check every note prompt you come across rather than walking past them.
A speed run of the main story on a fresh save. It rewards knowing the dungeon order and skipping optional shop and crafting content, so attempt it only after a normal completion. Sell only what you need for the upgrades that actually gate progress.
Same as the Golem counter but for Forest enemies. Farming the Forest Dungeon for sellable loot covers it.
Ten separate runs that get as deep as floor three. Note it counts arriving, not clearing, so you can enter floor three and leave with the return pendant to bank your loot and still get credit.
Same rule as the Golem version: arriving on floor three is enough, so pendant out afterwards and keep your haul.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
The notebook logs every item you have sold and its best-known price, so completing it means selling at least one of every item in the game. Never dump an unlogged item into the bulk sell chest, and check the notebook for gaps rather than guessing which item you are missing.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
Desert enemy kill counter. Accumulates while you farm the Desert Dungeon for materials.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
This requires the game's DLC content; without it the companions cannot be obtained. The description does not state where they are acquired, so consult a community guide for the specific steps once you own the relevant DLC.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
Weapon crafting is done at the town blacksmith and each tier needs materials from a specific dungeon. Crafting a weapon is what counts, not using it, so make each one as soon as the materials are in hand. Keep spare materials rather than selling everything.
Same as the sword line but for the bow tree. Hold back the crafting materials each dungeon drops instead of selling them all.
The Big Sword tree. Materials come from across all four dungeons, so this finishes late.
The Glove tree. Same material-hoarding approach as the other weapon lines.
The Spear tree. Same approach again.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
Same rule again. The Desert Dungeon is harder, so run it once you have upgraded gear rather than early.
This is the umbrella achievement for all five weapon trees, so it unlocks the moment the last individual tree is finished. The only real cost is materials, so stop selling crafting components once you start working toward it.
The Banker is one of the town services. This counts receiving money from them five separate times, so it is a repeat interaction rather than a one-off. It does not specify the mechanism in the Steam data, so if nothing pays out, check a community guide for how the Banker returns money.
The Perfect boss achievements ask for a flawless fight. Come back with late-game gear so the fight is short, learn the pattern over several ordinary kills first, and prioritise dodging over damage. The Steam description does not spell out the exact condition beyond Perfect, so if it does not pop on a no-damage kill, check a community guide for the precise rule.
As with the other Perfect achievements, return over-levelled. A shorter fight means fewer chances to be hit. Exact condition beyond Perfect is not stated in the Steam data.
The description names the Dimensional Watcher as the source, so all of these come from that one vendor rather than dungeon drops. Expect a long gold requirement, and check back as stock changes.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
The hardest of the four Perfect fights simply because Energy Flux is the last main boss. Do it after you have crafted top-tier weapons and armour, not on your first clear.
Tech enemy kill counter. Since the Tech Dungeon is also the best money dungeon, this generally finishes while you are grinding gold for the Greedy achievement.
Same rule. Because the Tech Dungeon is where you farm late-game money anyway, these ten runs happen naturally.
Steam hides this achievement's description, so the exact trigger is not verified here. Play naturally and check a community guide if it does not unlock. We do not guess hidden triggers from the achievement name, so this entry is deliberately left unverified rather than risk sending you after the wrong thing.
Same approach: over-gear the fight and treat it as a dodge check rather than a damage race. Exact condition beyond Perfect is not stated in the Steam data.
The cumulative total across every dungeon, so it lands last of the kill achievements. There is no shortcut beyond playing a lot; it usually completes alongside the million-gold grind.
The broom is the deliberately terrible starting weapon, so each boss must be beaten with almost no damage output. Fights take a very long time, which means an equally long window to be hit. Do this last, with maximum health upgrades and a full potion stock, and treat it purely as a dodging exercise. Only the four main bosses are named elsewhere in the list, but the description says all bosses, so include any others you have encountered.
The catch-all: it unlocks once every other achievement on this list is done. Nothing extra to do, but it does mean the hardest entries here, Janitor, Greedy and the Perfect boss fights, are all mandatory.











