Why the list matters
The count of 21 is official; the names and conditions below are a community transcription. Read together, they disclose systems the store page never mentions: estimated total wealth is a tracked stat with thresholds at 10,000 and 100,000, attractiveness can exceed 1,000, and a buyout before day 50 is an intended pace.
They also prove that the appraisal profession is scored rather than binary — An Eye for Value requires ten Perfect estimates — and that chemistry and hydroponics have grade systems of their own.
Owning the store (5)
Keys to the Kingdom — the store becomes yours, outright or with the mortgage paid off. Clean Hands — own it without selling stolen or contraband goods in that run. From Nothing — own it on Rock Bottom. From Nothing, the Hard Way — the same on Thin Margins or Red Ink. Prodigious — own it with the day counter below 50.
Those five are the strategy curriculum in order: finish, finish cleanly, finish from nothing, finish from nothing on hard, finish fast. If you want a single goal for a run, pick one of them.
Money, machines and production (8)
Authorized — buy the Business Permit. Comfortably Afloat — estimated wealth above 10,000 at day start. Swimming in Credits — above 100,000. Shiny — attractiveness of 1,000 or more. Industrious — ten machines at day start.
Say My Name — a Chem Finisher producing a Lab Pure product at 99 percent or better. Green Thumb — a Huge Nutrifruit harvest. Cranked to Eleven — modules in one machine totalling +250 Quality. The last three are the only places the game states its quality grades in public.
Runs, story and luck (5) and the cumulative three
First Steps — the Mentor’s day-14 goodbye, impossible with Skip Intro. We Have Rats! — start as Rat Wrangler. Diplomatic — any faction at +200. Jackpot — a Scratcher Ticket paying 350 credits. Lower Levels Special — change a label with the Labeler.
Three are counted across runs: Snitches Get Riches (report 10 wanted criminals), Aug Hunter (shoot 10 Augs) and An Eye for Value (10 Perfect appraisal estimates). They are the only achievements that reward a habit rather than a single run, which makes them the honest long-term goals.
| Group | What it discloses |
|---|---|
| Owning the store | Two win routes; a sub-50-day pace is intended |
| Wealth and store | Wealth thresholds 10k / 100k; attractiveness 1,000+ |
| Machines and production | Quality grades, module stacking, machine count |
| Runs and story | Start-specific and difficulty-specific paths |
| Across runs | Three cumulative habits, Steam-connected only |
Count official; names and conditions community-sourced.
What is missing
There is no achievement for a specific loss ending, no collectible or exploration achievement, and no difficulty completion except Rock Bottom on the hard modes. The set says the game has essentially no content tourism: everything is economic.
Lower Levels Ledger. “All 21 achievements, and what they teach you.” Last updated 2026-10-29. https://probablystolen.games/lore/achievements/