The one-run achievement route
One campaign pass can bank 36 of the 37 achievements. The missing one is the other Rift Zero ending, and a checkpoint replay of the finale is the whole repair. Two unlocks are decisions rather than discoveries: whether you spend the Fuse in Chapter 2, and which verb you choose at the console.
A single campaign pass can bank 36 of the 37 achievements. The one you cannot take is the other Rift Zero ending, and the repair is a finale replay rather than a second playthrough. Two other unlocks are decisions, not discoveries: whether you spend the Fuse in Chapter 2, and which verb you pick at the console.

Route panel made for this site from the achievement list and the six sector pages; no publisher artwork used.
Pairs with: All 37 achievements · The two endings · Checkpoints and reloads
The numbers before the plan
| Question | Answer |
|---|---|
| Achievements in the game | 37 |
| Obtainable in one campaign pass | 36 |
| The one you give up | one of the two Rift Zero endings |
| Passes for 100% | the campaign, plus a finale replay |
| Extra pass if you spent the Fuse | one Chapter 2 return for Many Ways |
| Unlocks that are not gameplay | Referral Bonus |
That table is the whole plan at a glance. Everything below is which sector closes on what, and what to do in the sixty seconds before you leave it.
Why 36 and not 37
The achievement list has 28 story beats, five tool tricks and four collectibles-or-alternates. Dawn of Tomorrow and Tomorrow May Never Come are both story beats, and they are alternatives: one console prompt, two verbs, one of them per run. That caps a pass at 27 story beats and 36 unlocks overall.
The other three categories do not cap anything. Two tool tricks can be done in the first sector, the plushie sweep is a floor-by-floor job, and Referral Bonus fires from the invite flow outside the game. So the only thing a single run genuinely cannot contain is the second ending — and the endings page covers how cheap that replay is.
The two real decisions
Most "missable achievement" lists treat every unlock as if it expires. Almost none do. Two do.
| Decision | Your options | What you give up | Cheapest way back |
|---|---|---|---|
| Ending verb at Rift Zero | secure, or close | the other ending | a finale replay through chapter select, not a chapter |
| The Fuse in the Cargo Elevator | spend it, or energise without it | Many Ways if you spend it | one Chapter 2 pass, budget its 2–2.5 h |
The Fuse row is the one players get wrong, because the game actively rewards the safe choice. Spend the Fuse and the elevator works and Onwards and Upwards fires; the bypass that earns Many Ways is the route the level quietly allows and never asks for. Our read is that the no-Fuse activation also satisfies the plain "activated the Cargo Elevator" wording — so the bypass is worth two achievements, not one — but that is a reading of the unlock text, not something the studio has stated.
The run sheet
Read the third column before you climb out of a sector, not after.
| Chapter | Closing checkpoint | Do this before you leave | What skipping it costs |
|---|---|---|---|
| 1 · Norček Facility | All Matters Exotic | Fire the prototype at your partner once | the two easiest tool unlocks, moved to a later sector |
| 2 · Cargo Elevator | Any Colour You Like | Say out loud whether you spent the Fuse | Many Ways becomes a Chapter 2 replay |
| 3 · Gravitonics | Ensnared Potential | Nothing — bank it and walk on | nothing; the sector has one checkpoint left and it is not a choice |
| 4 · R&D Headquarters | Double Time | Test the upgraded prototype on every surface type you can reach | two tool unlocks pushed into the finale, where the room is louder |
| 5 · Temporal Research Centre | All Grown Up | Grow the Battery Bulb before you leave the sector | the rarest unlock in the game becomes a return trip |
| 6 · Beyond the Rift | Essentia Emendare | Do both tool pranks, then agree the verb | the pranks survive; the verb does not |
| 7 · Rift Zero | Dawn of Tomorrow or Tomorrow May Never Come | Commit, and watch the outro rather than skipping it | a finale replay |
Sector 3 is the only row where the honest answer is to do nothing extra. It is also the shortest sector and the one where the completion curve collapses from 29.4% to 19.6%, so the temptation is to hurry. Do not: Ensnared Potential closes the sector whether or not you have understood it, and there is no decision attached.
Where the route actually gets lost
The percentages in the achievement list are a route map if you read them as drops rather than difficulty.
- Chapter 1, 100% → 88.6% → 86.2%. Everyone wakes up and passes the Wellness Check; more than one player in ten never prints the card. Both filters are physical-object tasks, not logic.
- Chapter 2, 59.6% → 56.9% → 36.1%. Roughly twenty points of players restart the magnets and never bring the targeting array back. That is the biggest non-finale gap in the list.
- Chapter 4, 18.3% → 7.4% → 6.1%. Second-floor arrival is not the same as a running building, and the prototype upgrade sits behind the power problem.
- Chapter 5, 5.5% → 1.3%. Four in five players who reach the TRC never restore its power.
Our reading: this is not a route through combat or platforming, it is a route through two state puzzles in Chapters 4 and 5. A pair that budgets patience there finishes the campaign with 27 of the 28 story beats in hand without hunting anything. The generator and cable page and the crystal and Battery Bulb page are the two pages that shorten those stretches.
The four unlocks that do not belong on a run sheet
| Achievement | Why it is not a route step | When to do it |
|---|---|---|
| Referral Bonus (51.2%) | fires from the invite flow, not from gameplay | whenever, outside a session |
| Class 1 Hoarder (0.0%) | a full-facility plushie sweep with no published count | its own session, sector by sector |
| Christmas Riot (39.5%) | one hidden toy, found by one player | while exploring; you cannot plan a toy you have not seen |
| Many Ways (3.4%) | needs the elevator energised without a Fuse | a Chapter 2 replay |
Two honest gaps sit under that table. We have not confirmed how many unique plushies exist, so we will not print a number; and we have not confirmed whether a plushie taken in an earlier pass stays collected when you replay a chapter. The checkpoint page covers what a replay keeps on the puzzle side; the collectible side is still open, and this page will say so until it is checked.
Christmas Riot deserves its own line because its unlock text carries a condition the other collectibles do not: keep it from your partner. Read literally, that makes it a per-player unlock inside a co-op session — one of you can have it and the other cannot, in the same pass. That is our reading of the wording, not a confirmed behaviour.
Order of operations
- Full campaign with this sheet open beside the walkthrough. About fifteen hours across the six sectors, unevenly split.
- Finale replay for the second ending. Not a chapter — the console again, from a checkpoint.
- Chapter 2 again only if you spent the Fuse and still want Many Ways.
- Tool pranks and the plushie sweep last, in whichever chapters you can re-enter.
That is one campaign and two short returns. Nothing in the list requires a second full playthrough, and no achievement is lost forever by finishing the story — the two that look lost are both recoverable by replaying the room they live in.
How this route was checked
The achievement names, unlock text and percentages come from the global list as it stood on 21 October 2026; chapter boundaries come from the developer's own numbering in the 1.1.2 patch notes and the six sector pages; game version at the time of writing is 1.1.3. Two claims here are ours rather than the studio's, and both are marked as such above: the Fuse bypass satisfying both elevator achievements, and Christmas Riot being per-player. Checked 2 November 2026.
Questions the sheet does not answer
The three that come up most often after a first clear.
Can I get all 37 achievements in one playthrough?
No. Thirty-six is the ceiling, because the two Rift Zero endings are separate achievements and the console offers one verb per run. Everything else can be folded into a single campaign.
Why did my second ending achievement not unlock?
Check three things in order: that the second pass actually reached the console rather than stopping at the last checkpoint, that the same profile — not a guest or a second account — is signed in, and that the choice you made was the other verb rather than the same one again. A finale replay does grant it; both endings sit at the same global percentage, which is what alternatives look like rather than a broken unlock.
Does chapter select wipe my achievements or my collectibles?
Achievements already unlocked stay unlocked; chapter select replays a chapter inside the same profile. Collectibles are the open question — we have not confirmed whether plushies persist across a chapter replay, so treat a sweep as something to finish in one pass until that is verified.

