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.
According to Exophase tracking data, only 1 player out of 595 tracked 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.
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Don't stress about achievements during your first few runs. Let survival and scenario unlocks build your base count naturally before targeting the specific-choice achievements.
What are the hardest achievements in All Will Fall?
The rarity numbers from Exophase tell the real story here. The completion achievements for most scenarios sit below 2%, and the social group happiness achievements are similarly brutal.
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.
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Some morality achievements conflict with good settlement management. Don't try to mix them into a run where you're also targeting 100 Happiness with a Social Group, since the choices that trigger these can tank your relationships.
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.
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The Science has a price achievement (use Mad Scientist to permanently upgrade a group) has a 1.85% unlock rate. This is a separate goal from the happiness-based statue achievements but involves similar long-term group management.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
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
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.

