Achievements
Counters running in the background, sorted by domain, all paying out in the same currency: your critical cap.
In short
An achievement is not a one off reward. It is a permanent counter, and every tier you clear raises your critical hit cap for good.
The game holds 310 of them, split across 15 themed groups, for a total of 1 137 tiers. Twenty of them are hidden: they only appear in the list once earned.
153 achievements stop at three tiers and 121 carry five: those two shapes cover almost the whole list. The scale multiplies by ten at every step, and the last one on “Fish caught” takes 100 000 catches.
Every tier cleared is worth a factor, and every factor point raises the critical cap by 0,5 %. The curve is deliberately back loaded: the last tier of an achievement is worth more on its own than all the ones before it put together.
The critical cap decides how much a job action yields. Achievements are therefore the only progression in the game that improves mining, chopping, digging, comets and event crates at the same time.
Taking all 310 achievements to the end weighs 274,6 factor points, a critical cap multiplied by 2,37.
The fifteen groups
A group gathers the achievements of a single domain. It carries no reward of its own: it sorts the list, and shows at a glance what is left to do in a job.
Groups are not balanced against one another and never tried to be. The fullest one holds 70 where the four leanest hold 3 each.
One achievement, tier by tier
The standard scale multiplies by ten at every step. Here is “Fish caught”, an achievement with five tiers, as it appears in the list.
An achievement can never go backwards. The counter is cumulative and a tier once earned stays earned, even if the resource that raised it is later spent or sold.
What a tier pays
The conversion is the same for every achievement in the game. It depends on the tier reached and on the achievement's total tier count, never on its difficulty.
Two achievements of the same shape weigh exactly the same. The one that takes a hundred thousand catches pays no more factor than the one earned in a few minutes.
Tier by tier
What each step of “Fish caught” is worth, an achievement with five tiers, from the first tier to the last.
| TIER REACHED | FACTOR | SHARE OF THE FULL ACHIEVEMENT | WHAT IT MEANS |
|---|---|---|---|
| Tier 1 | 0,031 | 3 % | Opening an achievement pays almost nothing. The value is elsewhere. |
| Tier 2 | 0,094 | 10 % | The second tier triples the first, and stays marginal. |
| Tier 3 | 0,219 | 23 % | An achievement halfway through is worth less than a quarter of its finished value. |
| Tier 4 | 0,469 | 48 % | The fourth tier doubles again. The curve straightens up here. |
| Tier 5 | 0,969 | 100 % | The last tier is worth as much on its own as the four before it combined. |
The shape of the curve is a choice: it makes opening many achievements only to drop half of them pointless. Finishing one pays more than starting four.
Hidden achievements
Twenty achievements appear nowhere until they are earned. They are not hunted, they are run into.
A hidden achievement fires the same notification as a normal one. It is often the only way to learn that the encounter you just had was rare.
The commands
View your achievements and progress towards the next ones
groupsummary