All 41 achievements, by unlock rate
There are 41 achievements, all with public global unlock rates: the story ladder runs from ACH_SPARE_SOME_CHANGE at 98.3% down to ACH_ESCAPE_THE_ACADEMY at 3.3%, and the rarest four sit at 1.0-1.5%.
Forty-one achievements, all with public global unlock rates, and the rates are the most useful thing here: they show what the player base actually did, where the drop-off sits, and which achievements nobody has touched two days in.

The table is the Steam global percentage for appid 3296060, pulled on 7 November 2026. Names are the API identifiers Steam returns - the endpoint that serves percentages does not expose display names, so identifiers are given as-is.
The whole ladder, highest to lowest
| Achievement | Unlocked |
|---|---|
| ACH_SPARE_SOME_CHANGE | 98.3% |
| ACH_BACK_2_SCHOOL | 94.6% |
| ACH_A_CLUED_AWAKENING | 93.1% |
| ACH_FOUND_MY_LOCKER | 90.0% |
| ACH_A_LITTLE_SOMETHING_EXTRA | 89.9% |
| ACH_DONT_LOOK_DOWN | 81.7% |
| ACH_THAT_RINGS_A_BELL | 76.0% |
| ACH_SCIENTIFIC_BREAKTHROUGH | 63.9% |
| ACH_SCIENCE_DUDE | 56.5% |
| ACH_LIGHTBULB_MOMENT | 48.4% |
| ACH_TIS_BUT_A_SCRATCH | 43.2% |
| ACH_OH_THE_HUMANITY | 40.2% |
| ACH_THINK_INSIDE_THE_BOX | 29.8% |
| ACH_THE_GATE_OUTDOORS | 24.4% |
| ACH_THIS_SHOULD_HELP_MY_GRADES | 22.0% |
| ACH_EYES_ON_THE_PRIZE | 21.8% |
| ACH_PAY_CLOSE_DETENTION | 21.4% |
| ACH_LIARS | 18.7% |
| ACH_EXTROVERT_EXTRAORDINAIRE | 18.3% |
| ACH_ACTING_OUT | 17.8% |
| ACH_CHORTKOFFS_GUN | 13.6% |
| ACH_A_MONUMENTAL_DISCOVERY | 11.6% |
| ACH_DONT_CALL_IN_CASE_OF_AN_EMERGENCY | 8.9% |
| ACH_VON_BOYAGE | 8.2% |
| ACH_DARK_TIDINGS | 7.0% |
| ACH_B_B_B_B_BUSTED | 5.7% |
| ACH_VON_BUT_NOT_FORGOTTEN | 5.5% |
| ACH_A_WELL_KEPT_SECRET | 5.1% |
| ACH_NO_PAINT_NO_GAIN | 5.0% |
| ACH_OFF_THE_RAILS | 4.9% |
| ACH_JUST_HERE_FOR_THE_ZIPLINES | 4.3% |
| ACH_EYE_OF_THE_BRAIN_STORM | 3.7% |
| ACH_MIND_YOUR_ELDERS | 3.5% |
| ACH_ESCAPE_THE_ACADEMY | 3.3% |
| ACH_QUANTY_SUPERPOSITION | 2.1% |
| ACH_THE_BIG_REVEEL | 1.5% |
| ACH_SNAP_CRACKLE_POP | 1.5% |
| ACH_STAR_STUDENT | 1.4% |
| ACH_DO_YOU_MIND | 1.2% |
| ACH_HERRING_IS_CARING | 1.0% |
| ACH_ESCAPE_A_HOLIC | 1.0% |
Highest rate first. Steam publishes no achievement type, so the bands below are a reading of the rates rather than an official category.
What the ladder says about progress
Four bands fall out of the numbers, and they read as a map of the campaign rather than a checklist.
Above 80% - the opening. ACH_SPARE_SOME_CHANGE on 98.3% is the first thing almost everyone does; ACH_BACK_2_SCHOOL on 94.6% and ACH_A_CLUED_AWAKENING on 93.1% follow. Anyone who launched the game has these.
40-80% - the content gates. ACH_DONT_LOOK_DOWN on 81.7%, ACH_THAT_RINGS_A_BELL on 76.0%, ACH_SCIENTIFIC_BREAKTHROUGH on 63.9% - the rooms the game pushes you through early.
8-40% - the widening. ACH_THE_GATE_OUTDOORS on 24.4%, ACH_THIS_SHOULD_HELP_MY_GRADES on 22.0%, ACH_LIARS on 18.7%. Here the campus opens and players pick their own route.
Under 8% - the tail. ACH_DARK_TIDINGS on 7.0% down to a flat 1.0%. Five sit at 1.5% or below: ACH_THE_BIG_REVEEL and ACH_SNAP_CRACKLE_POP on 1.5%, ACH_STAR_STUDENT on 1.4%, ACH_DO_YOU_MIND on 1.2%, and both ACH_HERRING_IS_CARING and ACH_ESCAPE_A_HOLIC on 1.0%.
The hardest five
ACH_ESCAPE_A_HOLIC and ACH_HERRING_IS_CARING sit at 1.0% - the first reads like the completion condition, the second like a red-herring sweep. ACH_DO_YOU_MIND on 1.2% and ACH_STAR_STUDENT on 1.4% point at late or optional content by their rate, and ACH_THE_BIG_REVEEL on 1.5% is probably late story given the pun.
A 1.0% rate two days after launch is time, not difficulty. Nobody has had long enough to sweep a campus for collectibles, which is why the collectible-shaped achievements sit at the bottom.
How to use the ladder
- Diagnose whether you are behind. No ACH_THAT_RINGS_A_BELL (76.0%) means you are still in the opening; ACH_THE_GATE_OUTDOORS (24.4%) means the campus is open.
- Find content you missed. Anything in the 8-40% band you do not have is probably a room you walked past, not a challenge you failed.
- Judge whether a guide exists. At 1.0% there is no community solution yet. Do not spend an evening expecting one.
Reading these numbers honestly
They are percentages of the install base, not of completions: 43.2% means 43.2% of everyone who owns the game, not 43% of players who reached that point. Two days in, most of that base has played a few hours, so every late rate is depressed by people still in chapter 1.
The identifiers are jokes, not descriptions - where one reads as a pun, the joke is often a hint. Use the ladder to orient yourself rather than to judge difficulty; the only fair comparison is between two achievements you already hold.
Identifiers that name rooms
Six read as room or stage names rather than conditions, so each is a signpost.
| Identifier | Reads as |
|---|---|
| ACH_A_CLUED_AWAKENING | The first named room, from the demo patch notes |
| ACH_THAT_RINGS_A_BELL | The second named room, same source |
| ACH_LIGHTBULB_MOMENT | A science campus room, named in that area's devlog |
| ACH_EYES_ON_THE_PRIZE | A stage, from a player's replay report |
| ACH_PAY_CLOSE_DETENTION | The stage that follows it |
| ACH_THE_GATE_OUTDOORS | Reads like leaving the grounds; sits at 24.4% |
That is the closest thing to a public room list. It is not a chapter structure - the studio has not published one - and the order is the rate order, not an official numbering.
What this page cannot answer
- The sub-1.5% achievements have no published conditions; the identifiers are jokes rather than descriptions.
- Collectible totals. Red herrings are a known collectible, but no official count of how many exist has been published.
- Per-room completion such as A+ ranks. Replays exist and the developer calls them "not in a great state" pending a quality-of-life patch.