Against the Storm

Against the Storm

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Steam Achievement Guide for Against the Storm
By exiledcountess
Guide to Steam Achievements for Against the Storm
(New and Improved June 2025)
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Introduction
Hello-
This is intended to be a guide to collecting all of the Steam achievements in Against the Storm in what is hopefully a vaguely logical manner.

This guide is roughly sorted by difficulty, starting with the easier achievements and working up to the more difficult ones. It is intended for people who know the game basics and have at least a few Citadel upgrades. Achievements can be earned on any difficulty, so feel free to play on Settler, although for some where you need a little more time I generally stuck to Prestige 1.
Deeds
In-game achievements are called Deeds. Note that the scope of this guide only includes deeds that have a corresponding Steam achievement. Completing deeds will earn you benefits like meta experience or decorations for your settlement.

If you want to track your current progress with a deed, you can click on the checkbox on the right hand side of the deed screen in the Citadel.


The tracker will then appear on the right hand side side of the screen in your settlement when the game is paused.

The Easy Ones
These are the achievements that are hard to miss and need minimal explanation- you will probably get them in your first game or two.

No Deaths
Win a game with 0 villagers dying.


Taking Action
Win a game after solving 5 Glade Events.


First Real Expedition
Win a game in the biome: Royal Woodlands, and on the difficulty: Settler (or higher).

Biomes
When choosing a hex to settle on in the world map, the name of the corresponding biome appears in the top left. Each area has traits that make them unique. This series of achievements is to win a game (on any difficulty) in each of the four following biomes:

The Scarlet Orchard
Win a game on the biome: Scarlet Orchard


The Scarlet Orchard biome is known as the "archaeology biome" and features unique mechanics centered around excavation sites and the Archaeologist's Office. The key to success lies in leveraging the biome's abundant copper ore and managing its lack of meat resources. Focus on building farms early since the biome has plenty of fertile soil but no natural meat sources - only eggs are available from trees. The copper-rich environment makes this biome excellent for tool production.
Your primary strategy should involve building the Archaeologist's Office and upgrading it to reveal excavation site locations or boost glade event working speed.


The Marshlands
Win a game on the biome: The Marshlands


The Marshlands is one of the most challenging biomes due to its unique mechanics and resource scarcity. You will need to adapt with a camp-based economy rather than farming. Wood and fuel management is critical in the Marshlands since the trees don't provide any bonus wood yields unlike other biomes, requiring you to run more Woodcutters' Camps to meet demand. Consider switching woodcutters to mining during storms to collect more fuel.


Coral Forest
Win a game on the biome: Coral Forest


Winning this biome requires adapting your strategy to take advantage of the unique coral-mutated trees that provide bonus resources when harvested. Instead of relying heavily on resource camps, shift your focus to woodcutting operations since trees drop valuable materials like crystallized dew, incense, meat, plant fiber, and stone. The crystallized dew is particularly valuable as it can substitute for copper in tool recipes, solving the biome's lack of copper deposits.


Cursed Lands
Win a game on the biome: Cursed Royal Woodlands


This is probably my least favorite biome to play. The biome's signature "Cursed Battlefield" effect makes all glades the same size and hides whether they're dangerous or forbidden, forcing you to explore blindly. This unpredictability is the core difficulty, as you can't plan your glade exploration efficiently. Prepare backup glades for opening in case your target glade turns out differently than expected.
Green ghosts offer rewards with no penalty for ignoring them, while red ghosts impose consequences if their timers expire. Most ghost requests are achievable with proper planning - they might ask for resources like incense or oil, completing certain tasks, or maintaining specific conditions.


There is another for winning the game on the DLC biome Coastal Grove (listed below)
Positive Modifiers
There are special hexes on the world map called Modifiers with a wide variety of effects. This series of achievements is to win a settlement next to one of these hexes. The below are in rough order of difficulty, easiest to hardest.
To my knowledge there is not a way to force a specific modifier to spawn, and it doesn't count if

Positive Modifiers:
Overgrown Library
Win a game near the modifier: Overgrown Library
A remnant of a bygone era, when royal archivists themselves ventured out into the wilderness in search of knowledge. One of your starting blueprint choices is replaced by a Wildcard (you can choose one blueprint from all unlocked blueprints).

The Overgrown Library modifier replaces one of your starting blueprint choices with a Wildcard that allows you to choose one blueprint from all unlocked blueprints. After exploring and assessing your resource situation, you can select the perfect building to complement your settlement's needs. This modifier pairs well with Utopia achievements since you can guarantee access to specific buildings that might not otherwise appear in your blueprint rotation.


Fertile Meadows
Win a game near the modifier: Fertile Grounds
Glades have an increased chance of including fertile soil.


Should be an easy one. Fertile Grounds significantly boosts your farming potential by increasing the chance of glades including fertile soil. Focus your strategy around agriculture from the start - prioritize farming blueprints like Small Farms, Plantations, and Herb Gardens in your selections. The abundance of fertile soil makes this an ideal modifier for completing food-related achievements or sustaining larger populations.

Levitating Monument
Win a game near the modifier: Levitating Monument
The power of a nearby monument makes everything feel lighter. You can move most buildings in your settlement.

The Levitating Monument modifier allows almost every building to be moved for free, unlike normal gameplay where only camps, houses, and a few workshops are movable. This gives you the ability to better re-arrange your buildings to maximize productivity.


Royal Outpost
Win a game near the modifier: Royal Outpost
The proximity of a Royal Outpost makes it easier to communicate with the crown. The pool of order choices will increase by 1.

The Royal Outpost modifier adds a third choice to your order selection, whereas usually there will only be two choices. This extra option significantly increases your chances of finding manageable orders that align with your current production capabilities.


Lost Colonies
Win a game near the modifier: Ruined Settlement
A once prosperous settlement, ravaged by the Blightstorm. A lot of ruined buildings can be found nearby.

Would suggest completing this in the same settlement as the achievement Ruins. (Win a game after taking care of 10 Ruins found in Glades.) Ruins appear in Dangerous and Forbidden glades.


Abandoned Settlement
Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement in your initial glade.

Very similar to Ruined Settlement. Free buildings! What's not to love? Can be paired in the same settlement with the achievements Ruins. (Win a game after taking care of 10 Ruins found in Glades)


Watchtower
Win a game near the modifier: Watchtower
The royal guard is watching over this region. Discovering glades doesn't increase hostility.

One of my favorite modifiers. Explore to your heart's content. Can be paired with the achievements Ruins. (Win a game after taking care of 10 Ruins found in Glades) and Treasure (Win a game after looting 20 Caches found in Glades.)


Petrified Necropolis
Win a game near the modifier: Petrified Necropolis.
Rocks in this region have a very peculiar shape. And they smell funny... Dead villagers turn to stone. Gain 5 Meat for every 10 Stone and Clay produced.

Umm...yummy?


Ruined Armory
Win a game near the modifier: Ruined Armory.
An old abandoned armory, left behind after the Great Civil War. No villagers will die when attacking a trader.

I mean, I guess you can attack the trader if you really want to? In the trade screen, click the round red sword icon to take some resources by force.
Negative Modifiers
Negative Modifiers:

Corrosive Torrent
Win a game near the modifier: Corrosive Torrent.
The rain is especially toxic in this region. No resources will be refunded after destroying a building.

I mean, you probably aren't destroying a lot of buildings in the first place so this one is pretty mild.


Frosts
Win a game near the modifier: Frosts
A bizarre cold rises from below and engulfs the Sacred Flame. Reduce the radius of Hearths by 3 fields.

An interesting one. Makes it harder to upgrade a hearth due to the sheer space limitations of getting all the required buildings and decor. Essentially forces you to build additional hearths as you expand, which in itself isn't a terrible thing. The silver lining is that multiple hearths provide small hostility reduction benefits.


Barren Lands
Win a game near the modifier: Barren Lands
The soil is too acidic. There is no fertile soil anywhere in this region.

Concentrate on non-farm food sources. Ranch or tier two gathering blueprints are a good bet here. There are some biomes that have limited fertile soil anyway so you have probably done this several times without realizing it.


Land of Greed
Win a game near the modifier: Land of Greed
The strange totem causes you to only focus on your wealth... And the Crown is worried. Impatience grows 50% quicker, but every ongoing trade route reduces the Impatience generation speed by -20%.

Build a trade-focused settlement with a Human hearth keeper to slow impatience gain. Take every trade-related cornerstone you can find. With three active trade routes, the impatience gain is already less than a typical map without the modifier.


Ominous Presence
Win a game near the modifier: Ominous Presence
Something strange is trapped beneath the ground. Gain twice the Hostility each year, but every time a villager leaves or dies, Hostility decreases by -15 points.

This one requires a unique balance of Hostility to Impatience. Hostility will balance itself out to some degree in later years (you have too high hostility, you loose settlers, which leads to lower hostility) but Impatience will grow. Best to finish this one as quickly as possible. Take Hostility mitigating and "when settlers leave" cornerstones if you get them. Cannibalism has saved my run more than once- no judgment.


Haunted Forest
Win a game near the modifier: Haunted Forest.
Sometimes, viceroys condemn their people to a terrible fate... Dangerous and Forbidden Glade warnings are disabled.

This hides the icons for Dangerous and Forbidden Glades, so you do not know which one you are opening. Or when. Be sure to set your woodcutters not open anything unless you are watching, which really you should probably be doing anyway.


Monastery of the Holy Flame
Win a game near the modifier: Monastery of the Holy Flame.
The Monks of the Holy Flame are fanatically egalitarian order. You cannot forbid food consumption, or favor any species.

Forbidding food is not really a necessary strategy at lower Prestige levels. Not favoring is a little less forgiving, but for most settlements this shouldn't be terrible. Just focus a little more on settler needs or hostility reduction to keep everyone in the green during the storm.


Forsaken Gods Temple
Win a game near the modifier: Forsaken Gods Temple.
The Forsaken Gods' blessing can be ambiguous. You are guaranteed to a lot more timed orders in you order picks.

Personally I am not a big fan of timed orders anyway, but to each their own. Note you only get a choice of more timed orders, you don't actually have to choose them.


Ancient Battleground
Win a game near the modifier: Ancient Battleground.
This land was once a place of a mythical battle. You start with 50 hostility points.

Focus heavily on hostility management from the very beginning. Remove woodcutters during storms, sacrifice fuel to hearths when necessary, and prioritize hostility-reducing cornerstones. Consider human species for their hostility-handling benefits, use a human hearthkeeper and plan for more limited glade exploration.


Statue of the Forefathers
Win a game near the modifier: Statue of the Forefathers.
A crumbling statue depicting an unknown species. You can choose from 1 fewer cornerstones.

It's basically just Prestige 16 but early. Since you'll have fewer options, prioritize cornerstones that provide broad benefits rather than niche ones.


Gathering Storm
Win a game near the modifier: Gathering Storm.
A mysterious force is drawing in the heavy clouds. Every year, the storm lasts +10% longer.

The extended storm duration means forest mysteries and hostility effects last longer, so prioritize permanent resolve improvements over temporary consumable boosts. Spooky.
Negative Modifiers Part II
Dangerous Lands
Win a game near the modifier: Dangerous Lands.
Only Dangerous Glades can be found in this region

Every glade is dangerous, making exploration much riskier. Build a trading post early to acquire needed resources for glade event solutions. Be prepared for higher hostility levels and plan your exploration more carefully.


Untamed Wilds
Win a game near the modifier: Untamed Wilds.
Nobody has settled in this region for multiple cycles. Every Dangerous and Forbidden Glade contains two threats instead of one (except glades with Archaeological Discoveries in the Scarlet Orchard).

Be very conservative with glade exploration and ensure you have substantial resources and preparation before opening larger glades. Focus on smaller glades when possible and delay dangerous exploration until you have strong economic foundations.


Flooded Mines
Win a game near the modifier: Flooded Mines.
This region was heavily exploited by other viceroys. Hostility doesn't grow with each passing year, but you'll gain 2 more hostility points per villager.

This creates an interesting dynamic where keeping your population smaller can be beneficial. Focus on efficiency over expansion and consider the trade-offs of accepting new villagers carefully. The lack of yearly hostility growth can actually be helpful in longer games.


Forbidden Lands
Win a game near the modifier: Forbidden Lands.
Only Forbidden Glades can be found in this region

This is one of the most challenging modifiers. Focus on excellent resource management and preparation before attempting any glade exploration. Consider this modifier only after mastering the standard gameplay, as forbidden glades typically have the most severe and punishing events.


Fishmen Ritual Site
Win a game near the modifier: Fishmen Ritual Site.
A holy site for Fishmen. No envoy dates to pass through here. Orders are disabled.
Strategy: Will also complete the achievement Defying the Crown (Win a game without completing any Orders.)

Since orders are not a choice, you need to win purely on resolve and glade events alone. Focus heavily on keeping villager resolve high to generate reputation points as much as possible. Open dangerous glades aggressively to solve events for reputation, but ensure you have proper preparation. Trade extensively and buy blueprints with amber since you won't get them from order rewards. This also completes the Defying the Crown achievement simultaneously.


Bandit Camp
Win a game near the modifier: Bandit Camp
Traders are afraid, and will not visit this area. Neither trading nor trade routes are available.

You never realize how much you rely on trading until you can't do it anymore. :(
Prepare for a longer game. Focus on settlement self-sufficiency. It may require opening more glades than you are used to in order to acquire more types of resource nodes.


Sparkdew Crystals
Win a game near the modifier: Sparkdew Crystals.
The crown warned you not to settle near giant Sparkdew Crystals. Start with 6 Impatience.

Strategy: This sounds terrifying, but shouldn't be too bad if you have the game mechanics down. Do it on the lowest difficulty you can for sure. Set a Human as your fire keeper to further slow impatience gain. Look for orders that can be completed quickly to give yourself some breathing room.The key is speed - don't let this settlement drag on.
Utopias
This series of achievements relate to fulfilling the needs of your settlers. The strategy is largely the same for each one.

Use the Overgrown Library modifier if you see it.
Start by choosing a caravan with your chosen species already included and prioritize housing blueprints early. Keep your population focused by declining other species when possible. You can deliberately restrict complex food consumption or add more woodcutters late in the run to prevent accidentally winning via resolve before achieving the population target.
If you don't get the associated service building you can either reroll or look for a trader selling the blueprint wildcard item.
Build your settlement to that species' strengths prioritizing their preferred work and food items.


Human Utopia
Win a game with: 30 Humans, 15 x Human House, 1 x Temple


Beaver Utopia
Win a game with: 30 Beavers, 15 x Beaver House, 1 x Guild House


Lizard Utopia
Win a game with: 30 Lizards, 15 x Lizard House, 1 x Clan Hall


Harpy Utopia
Win a game with: 30 Harpies, 15 x Harpy House, 1 x Bath House


Fox Utopia
Win a game with 30 Foxes, 15 x Fox House, 1 x Tea Doctor


Feeding The People
Ensure all villagers simultaneously have every need fulfilled from the category: Complex Food

Villagers will eat one of each complex food they like when they take breaks. Each species requires different combinations of complex foods, and every species has more than one complex food need. Focus on buildings that produce multiple complex foods to efficiently satisfy diverse needs. You can also pair this with the Utopia achievements as those focus on one species at a time.


Higher Needs
Ensure all villagers simultaneously have every need fulfilled from the category: Services

Plan your blueprint choices carefully around the service buildings needed for your species combination. The easiest combination for service needs is Human Beaver Lizard, since you don't have to make Tea.

Paradise
Ensure all villagers simultaneously have every need fulfilled.


There are two schools of thought on how to complete this one. One is detailed in this guide and essentially involves making a huge, long running settlement with hundreds of resources of each type to ensure you have enough for everyone.
I took a different approach and kept my settlement as small as possible, not accepting new villagers unless I had a specific spot in mind for them. Collect all the appropriate service buildings, build them, but do not assign workers until you have way more materials than you think you could possibly need to fulfill the need for all of your settlers. Restrict consumption of everything except raw food late in the run, then enable all complex foods and services simultaneously.

This was the hardest achievement for me to complete. It's probably better to play this one on at least Prestige 1 to give yourself a little more time. Consider playing on the Sealed Forest map with Silver Seal difficulty, since you cannot win via reputation alone and it gives enough time to stockpile everything needed. Tracking the deed for this one is also very helpful. The tricky part is that often times, you win the settlement via Resolve before you can trigger the chievo. To keep this from happening, you can forbid a resource temporarily, or add more woodcutters to keep your resolve lower.
Winning on Specific Difficulties
Overcoming Difficulty
Win a game on the difficulty: Pioneer (or higher).

I guess this could probably have gone in The Easy Ones section. You almost certainly have it by now if you are reading an achievement guide.

Into the Forest
Win a game after discovering 2 Dangerous or Forbidden Glades in Year 1, on the difficulty: Pioneer (or higher).

This achievement requires aggressive early glade exploration, which can be risky but is absolutely doable with proper preparation. The key is stockpiling the right resources before opening your first dangerous glade. Keep at least 25-40 of key materials like planks, rainwater, stone, or oil since these cover most glade event requirements. Oil as an embark bonus makes this significantly easier.
Open your first dangerous glade early in Year 1, ideally right after the first storm ends to give yourself maximum time to solve any events. If you get an event you can't solve immediately, rush a trader and sell whatever you have to buy the needed resources. It doesn't say you actually have to succeed at the two events.


A Real Challenge
Win a game on the difficulty: Veteran (or higher).

Veteran introduces Corruption and Blight mechanics. The key is learning to work with these mechanics rather than against them. Focus on understanding how Corruption spreads and how to use Blight Posts effectively. Don't fear these mechanics - embrace them as tools that can actually help your settlement thrive.


Serving Ale
Win a game with: 1 x Small Farm, 1 x Brewery, 1 x Tavern, on the difficulty: Veteran (or higher).

This achievement requires building a complete ale production chain, which means you need fertile soil for the farm, a source of containers (pottery or barrels), and the appropriate blueprints. The brewery converts crops and containers into ale, which the tavern then uses to provide leisure services to your villagers.
The main challenge is getting all three blueprints to align, since this requires some RNG luck. If you have an Overgrown Library modifier available, save your wildcard choice until after opening glades to see what's most needed. Make sure you have a reliable source of clay or copper for containers, and plan your farming around crops that work with your brewery options.

Refinery
Win a game with: 1 x Mine, 1 x Smelter, 1 x Smithy, on the difficulty: Veteran (or higher).

You'll need an ore deposit for the mine, which produces raw materials that the smelter converts into refined metals, and finally the smithy turns these into finished goods like tools and weapons.
This is more straightforward than the ale chain since mines are easier to plan around - you can see ore deposits on the map. Focus on securing a good ore deposit early, and prioritize getting the smelter and smithy blueprints when they appear. The refined metal production chain is quite valuable even beyond the achievement, as tools are essential for opening caches.

Against All Odds
Win a game on the difficulty: Viceroy (or higher).

Viceroy is where hostility management becomes critical - you can no longer ignore storms and hope for the best. The main difference is that hostility actually matters now, so you need to pay attention to Forest Mysteries and their effects during storms. This forces you to be more strategic about your expansion and timing.
The difficulty jump teaches important skills you'll need for higher prestige levels. Learn to sacrifice fuel strategically to reduce hostility, manage your woodcutter timing more carefully, and build additional hearths when needed. Once you're comfortable with Viceroy, Prestige 1 is actually not much harder and offers significantly better rewards.
Miscellaneous
Victory through Prosperity
Earn 14 Reputation Points through Resolve in a single game.

This is one of the trickier achievements because you need to earn 14 reputation points exclusively through villager resolve - no orders, glade events, or other sources count. (and thus pairs well with the Defying the Crown achievement)
Consider attempting this on a Sealed Forest map where you can't win through reputation alone, giving you unlimited time to build up your settlement. Track the deed carefully and focus on one or two species rather than trying to satisfy everyone.


Trade Baron
Win a game after completing 20 Trade Routes.

Requires unlocking "Obsidian Archive Level 7" (available at Level 7) in the Smoldering City to use trade routes. Unlike trading with merchants, trade routes are one-time passive exchanges that require Pack of Provisions plus whatever resource you want to trade.
Multipliers on trade routes don't count as multiple routes - sending one trade route with a multiplier of 12 still only counts as one completed route. Build a reliable Pack of Provisions production chain early and focus on cheaper trade goods to maximize the number of individual routes you can complete.

Living Matter Farmer
Win a game with 3 active Living Matter clones on the map.

Living Matter are glade events that look like little purple blobs. If left alone, they can reproduce themselves to be farmed for resources, but it will take several of your colonists to deal with. Each unresolved Living Matter imposes a -3 global resolve penalty and consumes food at a rate of 2 items every 6 seconds while being worked on. Keep your food production robust and consider sacrificing resources like Sea Marrow to quickly resolve them once you have your three clones. The Ancient Burial Site glade event is a reliable source for farming Living Matter if you need more spawns.

Defying the Crown
Win a game without completing any Orders.

This achievement can be completed on Settler difficulty and relies on the two alternative reputation sources: villager resolve and glade events. Since you can't rely on orders for reputation, focus heavily on satisfying villager needs to keep their resolve high enough to generate blue-ringed reputation bonuses. Species need their complex food and service needs met to reach the reputation threshold, indicated by blue rings around their portraits.
Prioritize glade exploration and always choose reputation rewards from glade events when available. This achievement pairs well with the Fishmen Ritual Site modifier, which disables orders entirely, forcing you to win purely through resolve. Build multiple service buildings and maintain diverse food production to keep all species satisfied throughout the game.

Efficient Explorer
Win a game after solving 25 Glade Events.

This achievement is best completed on lower difficulty to keep hostility manageable while opening many glades. It pairs well with the Treasure achievement since you'll be opening many glades anyway. Be strategic about glade event timing - build storage and road connections near dangerous/forbidden glades before investigating them to minimize worker travel time.
The Watchtower modifier is excellent for this achievement since discovering glades doesn't increase hostility, allowing you to explore freely. Focus on small glades early for easier events, then tackle dangerous and forbidden glades once you have better infrastructure. Track the achievement to ensure you reach 25 events before winning the settlement.

Like a Machine
Win a game after completing 3 Timed Orders.
Requires unlocking "Obsidian Archive Level 9" (available at Level 9) in the Smoldering City to make these order types available. When you receive a timed order, unassign any non-essential workers to complete your order. Don't be afraid to build another temporary production building if you need to as those resources can always be refunded. Also be sure to "Complete" the order with in the time limit.
Consider delaying order selection until you're well-established and can handle the time pressure.

Ruins
Win a game after taking care of 10 Ruins found in Glades.
Best paired with the Lost Colonies achievement to make sure you have enough ruins to complete. The Watchtower modifier is ideal for this achievement since you can explore dangerous glades without hostility penalties. Regular ruins can be repaired, salvaged, or cleansed depending on your needs

Treasure
Win a game after looting 20 Caches found in Glades.
Tracking this deed to ensure you have gotten to the correct number is advised. This pairs well with Efficient Explorer since you'll be opening many glades. The Watchtower modifier is helpful here too since you can explore freely without hostility penalties. You will most likely want to build up tool production for this one.

Homesick
Win a game in 5 years or less.
Can be completed on Settler. I created a supply chain of Simple Tools on Scarlet Orchard and opened as many glades as possible for the events, always choosing the reputation reward. The key is prioritizing orders based purely on completion speed - choose whatever you can finish immediately rather than considering long-term value.
You can push your resources harder than in normal games since you won't be around long enough to worry about sustainability. Foxes are particularly valuable for this achievement due to their cache-sending bonuses. Use trader amber to buy tools or other needed resources if you can't produce them fast enough. Focus entirely on reputation generation through any available means.
Prestige
Prestige levels add a different challenge for each level of difficulty. Some of the later ones are absolutely terrifying. The description of each level can be found in this guide. There are many guides which focus on the gameplay strategies required to win at these levels, which I will not repeat here.

Prestigious Expedition
Win a game on the difficulty: Prestige 10 (or higher).


The Queen's Chosen
Win a game on the difficulty: Prestige 20 (or higher).


I will defer to this guide for strategies on achieving Prestige 20. It is a very difficult climb, may the storm be gentle on you.
Keepers of The Stone DLC
It's Wednesday
Win a game with Frogs on a Wednesday.


It's Wednesday, my dudes. This is purely a calendar-based achievement with no difficulty requirements. Simply ensure you have at least one Frog villager in your settlement and complete a game on any Wednesday.


Coastal Grove
Win a game on the Coastal Grove biome.


This is the new biome introduced in the DLC. The Coastal Grove introduces a unique fishing-focused economy with the Strider Port as its centerpiece. This biome has fewer fertile soil opportunities compared to others, so focus on fishing operations and the expedition system.


The Search Continues
Send out 12 expeditions in one game in the Coastal Grove.


This achievement requires consistent expedition management throughout your settlement. The key strategy is to send expeditions with minimal supplies to reduce their duration and get them back faster. Lower-tier expeditions return much quicker than heavily supplied ones, allowing you to cycle through more expeditions per game.
Focus on sustainable food production early to maintain a steady supply of expedition resources. Don't worry about getting high-rarity treasures for this achievement - speed is more important than quality.

Strider Rider
Send out 100 expeditions in the Coastal Grove.


This is essentially a grind achievement that requires multiple games in the Coastal Grove. The most efficient approach is to focus on speed over quality - send out expeditions with minimal supplies to get them back as quickly as possible. Each expedition counts toward your total across all Coastal Grove games.


Frog Republic
Upgrade 12 Frog Houses to the maximum level in one game.


Frog Houses can be upgraded up to 5 times (unlike other species' houses which only go to 2), requiring substantial amounts of Packs of Building Materials. This achievement pairs well with Frog Utopia since you'll need many Frog Houses anyway. Plan for a long-running settlement with strong Pack of Building Materials production.
Prioritize getting the Frog House upgrades unlocked in the Citadel first.


Frog Utopia
Win a game with 40 Frogs, 20 x Frog House, 1 x Forum.


The strategies in the Utopia section all apply here as well.
Take advantage of Frog-specific cornerstones if they appear, such as "City of Wonders" which gives you 1 Frog villager for every 2 house upgrades, or "Frog Friendship" which adds 2 additional Frogs with each newcomer group. Frogs specialize in Masonry and find comfort in Rainwater, so prioritize buildings that use these specializations to keep their resolve high.

Feeling Lucky
Feeling Lucky
Obtain the Rainpunk Foundry blueprints from expeditions in the Coastal Grove (in one game). (Keepers of the Stone)

This achievement was significantly changed in Update 1.5. Originally it required both the Homestead and Rainpunk Foundry blueprints, but now only requires the Rainpunk Foundry. (requiring both was based on RNG on top of more RNG on top of keeping your settlement functional. There is still a non-achievement Deed for doing it, if you really really really want to.)

The Rainpunk Foundry is an Industry blueprint with reduced weighting making it quite rare.
The most efficient strategy is to start a Coastal Grove game, send the first expedition selecting Industry category, and if it doesn't return the Rainpunk Foundry, abandon the settlement and restart. This save-scumming approach is much faster than trying to complete full games hoping for the blueprint. The achievement is largely RNG-based, but this method minimizes the time investment per attempt.
Credits
Achievement images courtesy of SteamDB[steamdb.info]

Please feel free to add any comments for specific achievement strategies.
Thank you for reading!

10 Comments
Hyzer 10 Aug @ 5:10pm 
With the recent bats DLC, some achievements became much easier because of the ability to kill/exile people.

Got paradise easily by gathering a ton of resources, then when i had everything, i started killing people with the bat construction (Manorial Court).

https://imgur.com/a/utKGWGR
[GDL] Pardox 24 Jun @ 12:46am 
i think this guide could be more useful. Nowadays it's only the achivements list :ScoutSheep:
Soybean 10 Mar @ 5:07pm 
Cat-egorical Imperative-Pet the Elder Cat's 50 times in one game - awards a menu skin
RottenLeprekon 18 Feb @ 8:48am 
not much of a guide. rather a list of achievements with a couple of tips
Dagma92rus 22 Jan @ 7:49am 
Feeling Lucky. Так изменили ведь уже, нет? Сейчас надо только литейную получить.
Но у меня всё равно не получается почему получить эту технологию СЛУЧАЙНЫМ образом.
Это обман какой-то. Не может же он последним из 11 (11/11) выпасть.

Если есть новости по этому достижению — обновите пожалуйста.
Wendek 19 Jan, 2024 @ 5:35am 
Note for the Paradise achievement: I found it easier on a Sealed Forest map (chose the Silver Seal, so Veteran difficulty to keep hostility from getting too bad), because you cannot win those via reputation alone so it gives you enough time to stockpile every food/service item until you have absolutely everything ready. And once done, you can just turn in the last Seal order to complete the map.
Budokai001 17 Apr, 2023 @ 2:10am 
Dont see the point of this "guide" when it is just a copy+paste of what is in steam already lol
Insurmountable [Wood] 12 Jan, 2023 @ 10:52am 
@chemo_boy if you are not playing on prestige 1 it can be very easy to complete games by 14 reputation. You also should stay away from passive global resolve like +1 for every 40 amber sold. Stay away from the cornerstone that disables consumption control. For my achievement run I lower resolve by restricting anything except raw food late in a run. I wait until I have all the services and food to satisfy each of my villagers' need and then resume complex food and services to complete the achievement. Keep a human in the hearth to slow impatience.
Neshimi 29 Dec, 2022 @ 5:51pm 
@chemo_boy I'm not certain, as I've not done so myself, but I believe it's possible to withhold orders to slow point gain until you have prepared most of the requirements. not send anything to the citadel above the minimum, or allow passive reputation gain to win it. pretty sure moving houses out of hearth range could help? get the upgrade for specialized housing, of course. that prevents some of the times you would be unable to select the blueprint after a long session, wasting the run. :stress:
chemo_boy 22 Dec, 2022 @ 1:27pm 
trying to find a guide on how to complete some of these. my biggest problem is getting the utopias. I either win before i get 30 of x population or I am struggling to much to focus the achievement