All Will Fall has exactly 40 achievements, and the list is designed to push you into playing the game in ways you probably wouldn't choose on your own. Some pop during a normal run without any extra effort. Others demand you make genuinely terrible decisions on purpose, which is where things get interesting.
Only 1 out of 595 tracked players has hit 100% completion, so this is not a list you knock out in a weekend. The good news: none of the achievements are missable across multiple runs, since scenarios and choices can be replayed freely.

Achievement unlocks mid-run
Which achievements unlock just by playing?
A solid chunk of the list comes from doing what the game already asks of you. Survive, build, research, and expand your settlement, and several achievements follow automatically.
- First day (survive one day) unlocks for 99.66% of players, making it the most common achievement in the game
- Making Progress (use the Lab to research and build something) sits at 94.29% unlock rate
- The Junknado (survive your first Junknado) comes in at 62.35%
- The Influencer (start gaining Influence from a Social Group) hits 56.97%
- Randomtown (unlock the Randomtown scenario) reaches 85.04% of players
These are your foundation. Get through early runs focused on stability and scenario progression, and this group fills in without you targeting any of them directly.
What are the hardest achievements in All Will Fall?
The rarity numbers tell the real story here. The completion achievements for most scenarios sit below 2%, and the social group happiness achievements are similarly brutal.
| Achievement | Requirement | Unlock Rate |
|---|---|---|
| Don't believe it | Complete Dark Tides without sacrificing anyone | 0.17% |
| End of Madness | Complete Dark Tides scenario | 0.50% |
| Master of Disaster | Complete Crumbling City scenario | 0.84% |
| The Engineer | 100 Happiness with Engineers + statue | 0.84% |
| The Sailor | 100 Happiness with Sailors + statue | 0.84% |
| New Dawn | Complete Tropical Island scenario | 0.84% |
| Against all odds | Complete Rogue Lake City scenario | 1.18% |
| Science has a price | Use Mad Scientist to permanently upgrade a group | 1.85% |
Don't believe it is the standout. Completing Dark Tides without sacrificing a single person requires a very specific, disciplined playstyle across the entire scenario. At 0.17%, it's the rarest achievement in the game by a significant margin. If you're chasing 100%, plan a dedicated run around this one.

Dark Tides scenario selection
How do you unlock the morality and choice-based achievements?
This is where All Will Fall separates itself from games where achievements just reward competence. Several require you to make decisions that would normally signal a failing run.
- Monster: Throw a grieving parent over the rail (20.34% unlock rate)
- Fresh meat: Eat one of your people (22.69%)
- Pirates Life: Rob a trader (29.75%)
- Captain Butt Naked: Walk naked among your people (16.81%)
- Capital Punishment: Choose an event option that requires the Death penalty policy (3.53%)
None of these are accidents. The game presents specific events and choices, and you have to deliberately pick the harsh option. Run a dedicated "bad decisions" playthrough where you commit to these outcomes rather than trying to weave them into a clean survival run.
How do you reach 100 Happiness with Social Groups?
The Engineer, Sailor, and Worker achievements all follow the same structure: max out that group's Happiness to 100 and then build their statue. These are long-term goals, not single-session unlocks.
Each group responds to different decisions and building priorities, so you need to understand what each faction values and consistently make choices that benefit them. Avoid decisions that upset your target group, even when other options look tempting.
Building the statue is the final step, not an intermediate one. The statue only becomes available once you've hit 100 Happiness, so the unlock rate for all three sits at under 1.1% on Steam. Plan separate runs for each group rather than trying to please all three simultaneously.
Scenario unlock and completion achievements
Half the achievement list is split between unlocking scenarios on the World map and then completing them. The unlock achievements are considerably easier than the completions.
Scenario unlock rates vs. completion rates
| Scenario | Unlock Rate | Completion Rate |
|---|---|---|
| Randomtown | 85.04% | 7.23% |
| Oil Rig | 11.60% | 1.68% |
| Cybertower | 10.25% | 1.68% |
| Crumbling City | 10.08% | 0.84% |
| Dark Tides | 8.91% | 0.50% |
| Rogue Lake City | 8.91% | 1.18% |
| Tropical Island | 7.73% | 0.84% |
| Broken Tanker | 16.13% | N/A tracked |
Randomtown is the outlier, with 85% of players unlocking it but only 7.23% completing it. That gap alone tells you how difficult scenario completions actually are relative to just accessing them.
The Moon base achievement (contact the Moon base and decommission a satellite) sits at 2.52%, and Democracy Manifest (enact Free Elections policy) is at 6.89%. Both require specific progression paths rather than just survival.

Scenario completion reward screen
What about the rarest achievement of all?
All Have Fallen (have no people left in your settlement) sits at just 3.70%. Letting your entire settlement die goes against every instinct the game builds in you, which is probably why so few players have done it deliberately. It's not difficult mechanically, just psychologically. Run a settlement with the explicit goal of watching it collapse completely.
Paired with Something Has Fallen (have something collapse, at 47.56%), these two form a neat contrast: one comes almost by accident, the other requires you to fully commit to failure.
For a full breakdown of strategies to keep your settlement alive long enough to target specific achievements, browse more guides on GAMES.GG covering survival games and roguelikes.
Full achievement list at a glance
| Achievement | How to unlock |
|---|---|
| Something Has Fallen | Have something collapse |
| 50 Strong | Reach 50 people in your settlement |
| Not so mysterious | Enter the mysterious building |
| Monster | Throw a grieving parent over the rail |
| Fresh meat | Eat one of your people |
| The Influencer | Start gaining Influence from a Social Group |
| Making Progress | Research and build something in the Lab |
| First day | Survive one day |
| One Month Alive | Survive over a month |
| All Have Fallen | Lose all people in your settlement |
| The Junknado | Survive your first Junknado |
| Don't believe it | Complete Dark Tides without sacrificing anyone |
| Captain Butt Naked | Walk naked among your people |
| Pirates Life | Rob a trader |
| The Engineer | 100 Happiness with Engineers + build statue |
| The Sailor | 100 Happiness with Sailors + build statue |
| The Worker | 100 Happiness with Workers + build statue |
| Science has a price | Use Mad Scientist to permanently upgrade a group |
| Moon base | Contact Moon base and decommission a satellite |
| Beacon of Hope | Use Beacon of Hope to rescue people |
| Democracy Manifest | Enact Free Elections policy |
| Personal Project | Fully complete a Personal Project event |
| I'm not leaving | Refuse to build the tanker ship |
| Hellrain | Encounter Hellrain weather |
| The Crumbling | Unlock Crumbling City scenario |
| Cybertower | Unlock Cybertower scenario |
| Randomtown | Unlock Randomtown scenario |
| Dark Tides | Unlock Dark Tides scenario |
| Oil Rig | Unlock Oil Rig scenario |
| Rogue Lake city | Unlock Rogue Lake City scenario |
| Tanker | Unlock Broken Tanker scenario |
| Tropical Island | Unlock Tropical Island scenario |
| Master of Disaster | Complete Crumbling City |
| Cyber Captain | Complete Cybertower |
| Sailing away | Complete Randomtown |
| End of Madness | Complete Dark Tides |
| The oil must flow | Complete Oil Rig |
| Against all odds | Complete Rogue Lake City |
| New Dawn | Complete Tropical Island |
| Capital Punishment | Choose event option requiring Death penalty policy |
The most efficient path through the list is to prioritize survival and scenario unlocks first, then layer in the morality-based choices on dedicated runs, and finally commit separate playthroughs to the social group happiness goals and Dark Tides no-sacrifice run. Trying to do everything at once will compromise the runs that need focused decision-making.





