The Crust has 28 achievements, and most of them are milestones rather than busywork. Seven carry no published description because Steam hides them, two exist only because 1.0 shipped, and one — the Hope-2 rescue — spent months as an achievement nobody could actually earn until a hotfix in April 2026 fixed it. Every name, description and rate below is the developer's or Steam's own; we have added no unlock conditions of our own.
- Total achievements
- 28Steam store API
- With no public description
- SevenHidden by Steam
- Added at 1.0
- TwoSo EA had 26
- Most common
- 75.5%Complete the tutorial
- Rarest
- Below 0.1%Scan the whole Moon
- Rates captured
- 22 September 2026Steam Web API
What the 28 achievements actually reward
Before the list, the shape of it. Read all 28 descriptions together and the set divides into four groups, and the proportions tell you what the developer considered an accomplishment worth marking.
| Group | Count | What it recognises |
|---|---|---|
| Milestone progression | 6 | Tutorial, first refinery, surviving year one, 10,000 cells excavated, vein depletion, ice depletion |
| Capital and wealth | 5 | The 1M → 10M → 100M → 500M → 1B credits and capitalisation ladder |
| Story and exploration | 6 | The lost convoy, the Charlie base, the Hope-2 survivors, a magnetic anomaly, plus the Moon scan |
| Colony scale and systems | 6 | 10 vehicles, 10 fuel generators, 3 Pressing Modules, colonist max level, 50 in-game years |
| Hidden | 7 | Descriptions withheld by Steam |
Read that table as a design statement. There is no achievement for researching everything, none for a fully self-sufficient base, none for a perfect colony. What the game rewards is repetition at scale and progress along the story — which is why the two added at 1.0 both sit at the far end of that spectrum, one demanding a complete sweep of the map and the other a colonist trained all the way up.
The wealth ladder deserves a note of its own, because it is the clearest difficulty curve the achievements contain:
| Achievement | Requirement (developer’s wording) | Unlock rate |
|---|---|---|
| American Dream | Have 1 million credits on balance | 31.4% |
| I need a Private Jet | Have 10 million credits on balance | 9.6% |
| Villy Gates | Achieve a market capitalization of $100 million for your company | 3.8% |
| Jeff Bazzos | Achieve a market capitalization of $500 million for your company | 1.4% |
| Ilon Maks | Achieve a market capitalization of $1 billion for your company | 0.6% |
Two things fall out of that table. The first is that the game’s economy has a real long tail — going from one million to ten million credits removes roughly two-thirds of the players who got that far, and each further step up the capitalisation ladder halves the field again. The second is that the developer names them as a joke, which is not a mechanism but is worth knowing before you go looking for a serious meaning in “Villy Gates.”
The full list
Twenty-eight entries, ordered by unlock rate from highest to lowest, each with the developer’s own description. Rates were read from the Steam Web API on 22 September 2026.

1. Now the Fun Begins
Complete the tutorial
75.5%of players

2. A Single Spark
Build a Single regolith refinery
71.5%of players

3. One Year of Solitude
Survive the First Year
57.2%of players

4. Diggy Diggy Hole
Excavate 10,000 cells
51.1%of players

5. Ore In My Veins
Deplete 1 resource vein
34.9%of players

6. Lost and Found
Locate the lost convoy
33.8%of players

7. American Dream
Have 1 million credits on balance
31.4%of players

8. Charlie on our six
Find the Charlie base
31.3%of players

9. Smart Moves, Concrete Gains
Build 3 Pressing Modules
29.7%of players

10. Mad Miner
Description hidden by Steam
20.3%of players

11. Stable Basis shared icon
Description hidden by Steam
13.8%of players

12. Lunar Truck Simulator
Own at least 10 vehicles
12.6%of players

13. Plugged In shared icon
Description hidden by Steam
10.7%of players

14. I need a Private Jet
Have 10 million credits on balance
9.6%of players

15. Heroes Never Die
Rescue all 12 survivors of Hope-2
7.6%of players

16. Hydrogen tycoon
Build 10 fuel generators
5.3%of players

17. Lock and Loaded shared icon
Description hidden by Steam
4.9%of players

18. Ice Breaker
Deplete 1 ice vein
4.1%of players

19. One shot - One asteroid! shared icon
Description hidden by Steam
3.8%of players

20. Villy Gates
Achieve a market capitalization of $100 million for your company
3.8%of players

21. Signal in a Bottle
Discover a magnetic anomaly
2.7%of players

22. Houston, YOU have a problem shared icon
Description hidden by Steam
2.6%of players

23. Silent Assassin
Description hidden by Steam
1.8%of players

24. Jeff Bazzos
Achieve a market capitalization of $500 million for your company
1.4%of players

25. Ilon Maks
Achieve a market capitalization of $1 billion for your company
0.6%of players

26. Average Crust Enjoyer
Spend 50 years in the game
0.3%of players

27. The Crust
Scan the entire surface of the moon for resource deposits
<0.1%of players

28. My mom's friend's son
The colonist has reached the maximum level for that profession
<0.1%of players
On the icons, and on the one that repeats. The icons above are Steam's own achievement artwork. Twenty-four of them are unique across 28 achievements, because five hidden achievements share a single placeholder icon instead of having their own artwork published. Those five are marked with a "shared icon" tag. Nothing about that placeholder indicates what the achievement is; it is simply what Steam serves for entries whose artwork is not public.
The seven with no description
Seven entries return an empty description on Steam’s public achievement page. We are not going to guess at them, so here is the honest version of what is and is not known.
| Achievement | Unlock rate | Icon | API identifier |
|---|---|---|---|
| Mad Miner | 20.3% | Its own | MadMiner |
| Stable Basis | 13.8% | Shared placeholder | LaserGun_1 |
| Plugged In | 10.7% | Shared placeholder | LaserGun_3 |
| Lock and Loaded | 4.9% | Shared placeholder | LaserGun_5 |
| One shot - One asteroid! | 3.8% | Shared placeholder | LaserGun_Win |
| Houston, YOU have a problem | 2.6% | Shared placeholder | LaserGun_fail |
| Silent Assassin | 1.8% | Its own | Secret_CRUST_Task |
Our reading of the public identifiers — an inference, clearly labelled as one
Five of these carrying the API identifier stem LaserGun_ is not a leak; it is a field in Steam's own public achievement data, and the identifiers form a numbered series — _1, _3, _5, plus a _Win and a _fail. The reasonable reading is that these five belong to the endgame construction quest that the game's own mission log calls the Laser gun, that three of them fall at points along it, and that one is awarded for succeeding and one for failing.
If that reading is right, the rates are the interesting part: the success entry sits at 3.8% and the failure entry at 2.6%, both rarer than the mid-quest entries above them. Slightly fewer players have registered the success than have registered a run at it.
To be explicit: this is our interpretation of an API field, not a published unlock condition. The developer has never described these seven.
Two of the seven — Mad Miner and Silent Assassin — do have their own artwork, which is why they are the visible oddity in the icon grid: hidden conditions, public illustration. Mad Miner is also by far the most earned of the group, at 20.3%, which puts it in a band with the mid-game achievements rather than with the endgame ones.
Stories and exploration: the six you can plan for
The described achievements that involve doing something specific are worth grouping, because their rates are a useful map of which content players actually reach.
Locate the lost convoy — Lost and Found, 33.8%. Find the Charlie base — Charlie on our six, 31.3%. Both sit around a third, which is roughly where the story’s early exploration content lands. Then there is a hard drop.
Rescue all 12 survivors of Hope-2 — Heroes Never Die, 7.6%. That number is the most honest measure of how far into the campaign the average buyer gets, and it comes with a caveat discussed below: for part of 2026 this achievement could not be obtained at all.
Discover a magnetic anomaly — Signal in a Bottle, 2.7%. This is the smallest-described requirement on the list and one of the rarest, and it is worth noting that the discoverable object it names appears nowhere in the developer’s announcement history. We searched the full official corpus for the word and found the achievement data as the only official source that the object exists — which makes the achievement list itself a primary source, not a checklist.
Scan the entire surface of the Moon for resource deposits — The Crust, below 0.1%. The rarest achievement in the game, and a full-map sweep rather than a single action.
The two that only exist because 1.0 shipped
Both of the rarest achievements were added in the 1.0 release cycle, and the official release post names them together: “2 new achievements added: “The Crust” (scan the entire Moon) and “My mom’s friend’s son”.”
The second of those is worth quoting in full from Steam’s own data, because it says something about the game’s sense of humour and about how long its colony progression really is: “The colonist has reached the maximum level for that profession.” One colonist, taken all the way up. That is a 0.0% achievement on a game with several thousand reviews.
The practical consequence of their age is that their rates are still settling. Comparing them against achievements that have existed since Early Access is not a fair measure of difficulty — a launch-window achievement has had days; Ore In My Veins has had months. If you are looking for which achievement is genuinely hardest, the honest answer is that the two newest ones tell you the least, and their 0.0–0.1% figures should be read as “very few so far” rather than “the hardest thing in the game.”
Two achievements that were broken, and one that still forks the data
Here is the part of an achievements page that most guides omit, and it is the part that costs players real time.
The Hope-2 rescue was unobtainable. Hotfix 0.99.85.1, 30 April 2026: “Fixed an issue where the achievement for rescuing all colonists from Hope-2 could not be obtained.” For an unknown stretch before that date, the 7.6% achievement simply did not fire. If you rescued all 12 survivors on an affected build and got nothing, this is the explanation, and it is not a problem you can solve by trying again on the same build.
Achievements failed to register after starting the campaign. Hotfix 1.0.10, 17 September 2026: “Fixed an issue where, in some cases, leaderboard values would not be recorded after starting the story campaign, and some achievements could not be obtained.” This one is a launch-window defect and it is worth noting that it arrived in the same patch as a leaderboard fix — the two symptoms shared a cause on the recording side rather than the achievement side.
And the data itself forks. For the two rarest achievements, Steam’s two public surfaces disagree:
| Achievement | Achievement page, 17 Sep 2026 | Web API, 22 Sep 2026 |
|---|---|---|
| The Crust (full Moon scan) | 0.1% | 0.0% |
| My mom’s friend’s son (colonist max level) | 0.1% | 0.0% |
Neither figure is wrong — one surface rounds to a floor, the other simply cannot express a value below its smallest increment. We are showing both instead of picking the friendlier one, because a player comparing the two will see this discrepancy and deserves to know it is a display artefact rather than a change.
Two smaller notes on the data, both of which you can verify yourself. Steam reports these rates to one decimal place, so any two achievements sharing a reported rate are in arbitrary order relative to each other — a tie is a tie, not a ranking. And because we re-read the rates on 22 September against a pairing validated on 17 September, an entry can move a tenth of a point in either direction over a few days, with the fastest-moving values being the most common ones. The tutorial achievement gained 0.2 points in five days; the rarest ones did not move at all.
If you only remember one thing
The achievement list is short, and that is a feature: **nothing here asks you to grind a checklist.** The two targets that will actually cost you a save are the 0.6% capitalisation tier and the full-Moon scan — both of which are end-state goals that a long-running colony will approach anyway. Play the game's long game and almost everything else on this list arrives on its own.
Where this leaves you
Three things to carry forward. There are 28, and only 26 existed before 1.0. Seven have no published conditions — five of them labelled with a shared icon and a numbered API series that points at the endgame construction quest, which we have flagged as inference rather than fact. And two of the achievements have been genuinely bugged, one of them for months, which is worth knowing before you conclude that your own save is at fault.
What we have deliberately not done is supply unlock conditions for the hidden seven. Every other list you will find does, and some of them may well be right — but the developer has not described those achievements, and a guide site that fills the gap with a guess has stopped being a guide and started being a rumour.
