Achievements
All 212 achievements you can read before you earn them, what earns each one, and what it pays. Grouped by subject; the game's own sheet lists them in one column instead.
Every reward is paid once, the first time you do the thing, and never again. "What earns it" is the game's own wording, exactly as the sheet shows it. Rewards are in credits, in discovery, or in both, and a reading earned with a scientist aboard pays more than the figure here. That bonus is the scientist's own: see Science and readings. The game's own sheet may list a few that this page does not: not everything out there is written down here.
First flights
| Achievement | What earns it | Reward |
|---|---|---|
| Liftoff | Launch a rocket from Earth. | +200 credits +5 discovery |
| Canopy | Deploy a parachute in flight. | +100 credits +3 discovery |
| Staged | Fire a separator in flight. | +100 credits +3 discovery |
| Heavy Lifter | Launch a vessel of at least 12 parts. | +300 credits +5 discovery |
| Ignition | Light an engine. | +50 credits +2 discovery |
| Pointing the Right Way | Run a reaction wheel in flight. | +100 credits +3 discovery |
| Nobody Aboard | Launch a vessel flown by a satellite controller. | +200 credits +5 discovery |
| Skyscraper | Launch a vessel of at least 25 parts. | +800 credits +15 discovery |
Altitude and speed
| Achievement | What earns it | Reward |
|---|---|---|
| Sound Barrier | Go supersonic inside an atmosphere. | +100 credits +3 discovery |
| Above the Clouds | Reach an altitude of 10 km. | +150 credits +5 discovery |
| Edge of the Sky | Reach an altitude of 50 km. | +250 credits +8 discovery |
| Faster Than a Bullet | Reach 1 km/s. | +200 credits +5 discovery |
| G-Monster | Pull 8 g and live to tell. | +150 credits +4 discovery |
| Hypersonic | Reach Mach 3 inside an atmosphere. | +200 credits +5 discovery |
| Ballistic Arc | Put the top of your trajectory 150 km over Earth. | +250 credits +6 discovery |
| Orbital Velocity | Reach 2.2 km/s around Earth — fast enough to keep missing it. | +400 credits +10 discovery |
| High Country | Reach an altitude of 250 km over Earth. | +500 credits +12 discovery |
| The Long View | Reach an altitude of 2,000 km over Earth. | +900 credits +20 discovery |
Orbit, space and docking
| Achievement | What earns it | Reward |
|---|---|---|
| Space! | Leave the atmosphere. | +400 credits +10 discovery |
| Stable Orbit | Get the periapsis clear of the atmosphere. | +1,000 credits +25 discovery |
| Escape Velocity | Leave Earth on an escape trajectory. | +800 credits +20 discovery |
| Lunar Visitor | Enter the Moon's sphere of influence. | +1,500 credits +40 discovery |
| Red Planet | Enter Mars' sphere of influence. | +4,000 credits +80 discovery |
| Lunar Orbit | Circularise around the Moon. | +3,000 credits +60 discovery |
| Interplanetary | Leave Earth behind and fall around the Sun. | +2,500 credits +50 discovery |
| Homeward Bound | Come back into Earth's sphere of influence from somewhere else. | +2,000 credits +40 discovery |
| Around the Red Planet | Get into orbit around Mars. | +5,000 credits +100 discovery |
| Soft Capture | Dock two vessels above 70 km: fly the rendezvous, bring the two faces together and let the latches close. | +1,000 credits +18 discovery |
| Assembly, Lunar Orbit | Dock two vessels in orbit around the Moon — a ship too big to launch, built where it is going. | +2,500 credits +40 discovery |
| Clean Break | Cut a docked pair apart above 70 km and let the halves drift — a joint made in orbit was always meant to come undone. | +400 credits +8 discovery |
| Catch and Keep | Grab another ship with a claw above 70 km — no port on the far side, just a hull and a firm grip. | +1,200 credits +18 discovery |
| Catch and Release | Open a claw's jaws above 70 km and let what it held drift away. | +400 credits +6 discovery |
| Handshake in Orbit | Dock with a Meek at the controls above 70 km — an approach flown by eye, not by a probe core. | +1,200 credits +20 discovery |
| The Long Way Round | Dock two vessels more than 1 000 km above Earth — a slow orbit, a long chase and a latch at the top of it. | +1,500 credits +25 discovery |
| Assembly, Mars Orbit | Dock two vessels in orbit around Mars — the depot and the lander met where the transfer ended. | +4,000 credits +60 discovery |
| Change of Seats | Move a Meek from one module to another above 70 km — a crossing made in orbit, with nothing at all under the floor. | +400 credits +4 discovery |
| Both Ships at Once | Move a Meek in a vessel with three crew modules or more — a docked pair with the hatches open, and somebody walking between them. | +800 credits +6 discovery |
| Mind the Gap | Walk a Meek across open space into another ship above 70 km — two hulls joined by nothing at all, and an astronaut between them. | +600 credits +5 discovery |
| Filling Station | Pump propellant from one docked ship into the other above 70 km — two launches, one rendezvous, and a tank that did not have to be lifted full. | +1,000 credits +12 discovery |
| Repeater | Put an uncrewed relay into orbit — the first piece of a network. | +900 credits +18 discovery |
| Through the Chain | Fly an uncrewed vessel whose link home runs through a relay of your own. | +1,400 credits +26 discovery |
| Survey Altitude | Bring a powered Ground Imager into its band over Earth, one world radius up — the points of interest under its track are found from there, a pass at a time. | +700 credits +12 discovery |
| Lunar Cartographer | Image the Moon from its own band, 190 to 210 km up — a map of a world you never have to land on. | +1,600 credits +25 discovery |
| Red Atlas | Image Mars from its band, 304 to 336 km up — the valleys and the volcano, found without a heat shield. | +2,400 credits +35 discovery |
Parts flown and fired
| Achievement | What earns it | Reward |
|---|---|---|
| Light Up | Switch a lamp on in flight. | +100 credits +3 discovery |
| Into the Dark | Shine a floodlight in the dark: on a world's night side, or in its shadow in orbit. | +200 credits +6 discovery |
| Gear Down | Launch a vessel carrying landing struts. | +100 credits +3 discovery |
| Lattice Work | Launch a vessel carrying grid fins. | +150 credits +3 discovery |
| Fins Out | Work a set of grid fins above 10 km, where the air is still thin enough to steer a falling booster with. | +300 credits +5 discovery |
| Framed Up | Launch a vessel with a structural beam aboard — a ship that is a shape, not a stack. | +5 discovery |
| Space Frame | Launch a vessel carrying a BX-4 Truss: eight metres of frame rated to 140 g and 3500 K. | +9 discovery |
| Open Plan | Launch a vessel with a BX-6 Stack Truss in it: four metres of air where a tank would be. | +6 discovery |
| Mind the Gap | Launch a rocket of at least twelve parts with a BX-6 Stack Truss in the stack. It is taller for it, and not a gram of fuel heavier. | +10 discovery |
| Round the Houses | Launch a vessel with a ring frame aboard — a beam bent into a closed circuit, with a mounting face on every side to build out from. | +8 discovery |
| Reinventing the Wheel | Launch a rocket of at least sixteen parts with a BR-8 Octa Frame in it. Eight sides, eight things bolted to them, and a ship that is finally as wide as it is tall. | +14 discovery |
| Ring Cycle | Get a BR-16 Round Frame off the pad on a ship of at least twenty-four parts — twenty metres of frame across, sixteen faces, and something bolted to most of them. | +22 discovery |
| Packed for the Trip | Launch a vessel carrying a Cargo Bay: a hold that stretches, loaded with whatever the trip needs. | +6 discovery |
| Provisions Aboard | Launch a crewed vessel with a Cargo Bay aboard: the Meek can stay out as long as the hold lasts. | +10 discovery |
| Vernier | Turn a ship with an engine set to RCS control. | +4 discovery |
| Wings Packed | Launch a vessel carrying a solar panel. | +100 credits +3 discovery |
| Unfolded | Deploy a solar panel in flight. | +150 credits +4 discovery |
| Power in the Dark | Unfold a solar panel above 140 km, where it belongs. | +400 credits +8 discovery |
| Strapped On | Launch a vessel carrying a solid booster. | +100 credits +3 discovery |
| No Off Switch | Light a solid booster. There is no taking it back. | +150 credits +4 discovery |
| Off the Pad | Pass 300 m/s below 5 km — the shove only solids give. | +400 credits +8 discovery |
| Cargo Manifest | Launch with a payload bay aboard. | +100 credits +3 discovery |
| Doors Open | Swing a payload bay's doors open in flight. | +150 credits +4 discovery |
| Open for Business | Open a payload bay above 140 km, where its cargo belongs. | +400 credits +8 discovery |
| Charge Aboard | Launch a vessel carrying a battery. | +100 credits +3 discovery |
| Serious Amps | Launch with a B-400 battery bank aboard. Something up there needs the power. | +250 credits +6 discovery |
| Warm Little Heart | Launch with an RTG-1 aboard: a probe that keeps its charge through every night. | +200 credits +5 discovery |
| Ablative Armour | Launch with a heat shield on the vessel. | +100 credits +3 discovery |
| Through the Fire | Hold 1800 m/s below 70 km — air that eats an unshielded hull. | +350 credits +7 discovery |
| Upper Stage | Launch a vessel carrying a vacuum engine. | +150 credits +4 discovery |
| Where It Breathes | Light a vacuum engine above 70 km, where its bell finally pays. | +400 credits +10 discovery |
| Steady Hands | Launch a vessel carrying RCS thruster blocks. | +120 credits +4 discovery |
| Hypergolic, Cold Dark | Fire an RCS thruster above 70 km, where wings and fins are no help. | +350 credits +8 discovery |
| Sideways | Slide a vessel bodily above 70 km on its thrusters, without turning it. | +350 credits +6 discovery |
| Storable | Launch a vessel carrying an HR-1 hypergolic sphere — thrusters with something to burn. | +120 credits +4 discovery |
| Deep Reserves | Launch a vessel carrying an HT-2 inline hypergolic tank: enough gas to fly a rendezvous on. | +220 credits +6 discovery |
| Something to Latch | Launch a vessel carrying a docking port — half of a joint that has yet to be made. | +150 credits +4 discovery |
| Winged | Fly with a wing aboard. | +100 credits +3 discovery |
| Aviator | Fly level on your wings: lift carrying the whole ship below 6 km at aeroplane speed. | +80 credits +10 discovery |
| Flaps Down | Work a wing's flaps in the air. | +30 credits +5 discovery |
| Wheels Up | Take off on your own wheels: roll an aeroplane down the runway and lift it into the air. | +150 credits +6 discovery |
| Greaser | Bring an aeroplane down onto its wheels and roll it out in one piece. | +200 credits +8 discovery |
| Jet Age | Fly on jet power above 8 km, where a propeller's engine gasps for air. | +300 credits +10 discovery |
| Through the Wall | Push an aeroplane through Mach 1 on its jet. | +500 credits +14 discovery |
| Mach Two | Twice the speed of sound on jet power, and an airframe that held together to see it. | +800 credits +20 discovery |
| Cross-Country | Fly 100 km from the pad through the air under power, never higher than 6 km. | +300 credits +12 discovery |
| Big Iron | Launch a vessel carrying a Heavy Engine — a tonne and a half of nozzle before a drop of fuel. | +300 credits +8 discovery |
| Nine Hundred Kilonewtons | Light a Heavy Engine. The pad's upper levels were built for this. | +500 credits +12 discovery |
| Small Bell | Launch a vessel carrying a Lander Engine. | +150 credits +5 discovery |
| Seventy Kilos of Engine | Light a Lander Engine somewhere that is not Earth — the descent it was built for. | +900 credits +20 discovery |
| Light the Torch | Fire an escape motor above 70 km — seven seconds of thrust nothing its size can match, spent where it counts. | +500 credits +12 discovery |
| Eight Metres Across | Launch a vessel carrying a Fuel Tank L: twice the diameter, eight times the fuel, and a pad that has to be rated for it. | +300 credits +12 discovery |
| Stepping Down | Launch a vessel with an Adapter in the stack: a wide stage under a narrow one, and fuel in the cone between them. | +8 discovery |
| Big Stack | Launch a rocket of at least fourteen parts with a Fuel Tank L in it. Nothing that wide is going up for the view. | +16 discovery |
| Four Meganewtons | Launch a vessel carrying a Giant Engine: six tonnes of bell before a drop of fuel. | +400 credits +10 discovery |
| Ground Shaker | Light a Giant Engine. The pad's top level was built for this. | +800 credits +15 discovery |
| Four at Once | Light a Quad Cluster: four Engines on one thrust structure, the Engine's Isp with a Heavy Engine's push. | +500 credits +12 discovery |
| Nine Lit | Light a Nine Cluster. Nine bells, one lever. | +700 credits +15 discovery |
| Wide Bell | Launch a vessel carrying a Vacuum Engine L, an upper stage for an 8 m tank. | +10 discovery |
| Sixteen Hundred | Launch with a B-1600 battery bank aboard. Whatever it powers, it will not run out tonight. | +300 credits +8 discovery |
| Space Salad | Light a Greenhouse's grow lights above 70 km. Now keep them lit for a whole day, eclipses included. | +900 credits +10 discovery |
| Lunar Allotment | Grow a crop inside the Moon's sphere of influence. The soil is imported; so is everything else. | +1,500 credits +15 discovery |
| Three Green Thumbs | Grow a crop with three botanists aboard the ship, wherever they sit. Twice the harvest — and three more mouths to feed. | +1,200 credits +15 discovery |
| Hanging Gardens | Launch a Greenhouse L: twelve metres of glass and lettuce on top of a rocket. | +400 credits +6 discovery |
| Pocket Trap | Hold antimatter in an AM-4 Antimatter Container above 200 km: the probe's own trap, filled from your own mine and kept on a sunlit grid. | +1,500 credits +25 discovery |
| Somebody Has To Read It | Launch a vessel carrying an SL-8 Science Lab. Eight metres of bench, three seats, and a window to be miserable out of. | +600 credits +15 discovery |
| Peer Review In Orbit | Get an SL-8 Science Lab analysing above 70 km. It needs power, a scientist in a seat and data from somewhere nobody has measured yet. | +1,200 credits +20 discovery |
| Nobody Can Hear You Publish | Run a Science Lab somewhere worth three and a half Earths — Mars or further out. The further from home the bench stands, the more every sample is worth. | +2,000 credits +25 discovery |
| Warehouse | Launch a vessel carrying a Cargo Bay L: eight times the hold, loaded with whatever the trip needs. | +8 discovery |
| Three Abreast | Launch a Crew Capsule L with three Meek under its bubble. Eight metres across, and they still argue about the window. | +600 credits +16 discovery |
| Room for Three | Steer a Crew Capsule L on its wheels above 100 km. | +1,200 credits +22 discovery |
| Dinner Plate | Launch with a Heat Shield L under the stack: nine metres of ablator for a ship too wide for the small one. | +10 discovery |
| Hangar Doors | Launch a vessel carrying a Payload Bay L: a hold as wide as the stack, with doors to match. | +8 discovery |
| Special Delivery | Open a Payload Bay L's doors above 140 km. | +900 credits +14 discovery |
| Torch as Tiller | Turn a ship above 70 km on an escape motor wired to the thrusters — the bluntest steering in the catalogue. | +450 credits +10 discovery |
| Blue Light | Fire an ion engine above 70 km — two kilonewtons, a faint violet beam, and ten times the mileage of anything with a flame. | +600 credits +15 discovery |
| Slow Boat to Mars | Fire an ion engine inside Mars' sphere — weeks of patience would have been hours of fuel. | +2,000 credits +30 discovery |
| Abort, Lunar | Fire an escape motor inside the Moon's sphere — a lander's last resort, and you used it. | +1,200 credits +20 discovery |
| Under Wraps | Launch with a Payload Fairing over the cargo — the shell takes the air and the heat so the payload does not have to. | +12 discovery |
| Fairing Sep, Nominal | Split a Payload Fairing above 55 km, where there is no longer air enough to be worth carrying a shell through. | +25 discovery |
| Five Rings | Launch with a Contoured Fairing over the cargo — five places to bend the skin, for a payload the plain shell will not go round. | +14 discovery |
| Big Shell, Big Rocket | Launch a rocket of at least sixteen parts with a Contoured Fairing on the nose. Nothing that tall is carrying a small payload. | +18 discovery |
| Wide Load | Launch with a Payload Fairing L over the cargo — a nine-metre base, so a wide tank, hold or greenhouse rides up inside the skin instead of out in the air. | +20 discovery |
| Twenty Metres of Skin | Launch with a Contoured Fairing L — five rings up the tallest shell in the catalogue, for a wide payload nothing smaller will be drawn around. | +24 discovery |
| All Of It Under Wraps | Launch a rocket of at least twenty-four parts with a Contoured Fairing L on the nose. At that size the shell is no longer the biggest thing on the pad. | +1,200 credits +26 discovery |
| Hammerhead | Launch with an Ultra-Wide Fairing over the cargo — a shell that can open far wider than the rocket under it, for a payload no stack could carry in the open. | +26 discovery |
| Belt and Braces | Launch with a Separation Motor on a booster — one second of shove, so the spent case leaves instead of drifting back into the stack. | +6 discovery |
| Push Off | Fire a Separation Motor above 5 km — a booster thrown clear of the ship, not dropped beside it. | +10 discovery |
| Range Safety | Launch with an FTS Charge aboard — a rocket that can be ended on command before it ends somewhere it shouldn't. | +5 discovery |
| Termination Authority | Fire an FTS Charge above 1 km. Whatever it was bolted to is now several smaller things. | +8 discovery |
| In Contact | Launch a vessel carrying a radio antenna. | +5 discovery |
Helium-3 and antimatter
The feats of the helium-3 chain, from lifting a rig to keeping antimatter somewhere quiet. Pocket Mine, Thermos and Home Brew are the small mine's, the one that fuels the first warp.
| Achievement | What earns it | Reward |
|---|---|---|
| Pocket Mine | Launch an MR-4 Mining Rig: an oven, an auger and a condenser small enough to ride on a probe's stack. | +600 credits +8 discovery |
| Thermos | Launch an H3-4 Helium-3 Tank. It leaves the pad empty: whatever it brings home, you dug up yourself. | +300 credits +5 discovery |
| Moving the Mine | Launch an MR-8 Mining Rig: three tonnes of oven, auger and condenser bound for somebody else's regolith. | +800 credits +10 discovery |
| Moonshine | Run a Mining Rig on a helium-3 deposit on the Moon. A few kilograms a day, if the lights stay on. | +3,000 credits +60 discovery |
| Cold Chain | Pump helium-3 from one ship into another across a docking port. | +2,500 credits +40 discovery |
| Anti-Hero | Run an Antimatter Converter in space: 437 grams of helium-3 in, one microgram of the most expensive substance there is out. | +6,000 credits +90 discovery |
| Home Brew | Run an AC-4 Antimatter Converter around the Moon: lunar helium-3 in, the first warp's fuel out, and not a microgram of it bought. | +3,000 credits +50 discovery |
| Quiet Water | Hold antimatter where the gravity gauge reads under 1.7: the edge of the Moon's sphere, or further out. | +2,500 credits +40 discovery |
Reactors, radiators and the warp
The far end of the same chain: the plant that burns antimatter, the fins that carry its heat and the three bubbles. See Reactors and heat and Warp drives.
| Achievement | What earns it | Reward |
|---|---|---|
| Somewhere To Put It | Fly with a radiator aboard. Every watt a ship makes is a watt something has to throw away. | +1,200 credits +20 discovery |
| Nine Hundred Kelvin | Fly an RS-8 Sodium Radiator: heat pipes hot enough to shed into the wall of the largest bubble there is. | +5,000 credits +90 discovery |
| First Light | Run an AR-8 Antimatter Reactor. A subcritical core, a trickle of antiprotons, and a nuclear scientist who signed up for exactly this. | +9,000 credits +160 discovery |
| Its Own Sun | Run an antimatter reactor around another world. Out here the panels are a rumour and the plant is the only thing keeping the lights on. | +7,000 credits +110 discovery |
| Belly Down | Ride an entry on a strip of heat tiles. Hold the tiled side into the airstream and the tank behind it never learns the air was there. | +600 credits +26 discovery |
| Spun on a Battery | Turn a ship in space on an RW-100 Reaction Wheel. Not a puff of gas, just a flywheel and the charge to drive it. | +400 credits +10 discovery |
| Heavy Hand | Turn a ship in space on an RW-500 Reaction Wheel. Something that big ought to need rockets to point it. | +1,200 credits +18 discovery |
| Second-Hand Heat | Ride an entry on heat tiles at Mars. Six hundred pascals is not much to lean on, and a stage that means to come back down through it wants every tile it has. | +2,000 credits +35 discovery |
| Nobody Home | Run an AR-4 Antimatter Reactor. A quarter of a core, sealed at the factory, with no seat beside it and nobody aboard to watch the needle. | +2,500 credits +45 discovery |
| Small Sun, Long Way Out | Run an AR-4 around another world. A probe that makes its own power owes the sun nothing, and can go where the sun is just a bright star. | +2,500 credits +40 discovery |
| Nothing Ages But The Ship | Form a warp bubble. You come out where your own orbit would have taken you, everyone else is exactly where they were, and no clock moved at all. | +18,000 credits +300 discovery |
| The Long Way Round, Quickly | Skip a whole day inside one bubble — a day of food, a day of charge and a day of containment, all in one step. | +9,000 credits +150 discovery |
| Room For A Station | Close a bubble a hundred and seventeen metres across — wider than the tallest ship the third Launch Pad will ever release, so nothing you can build is too big for it. | +12,000 credits +200 discovery |
Nothing Ages But The Ship pays more than anything else on this page, in credits and in discovery both: 18,000 cr and 300 discovery.
Landings and recovery
| Achievement | What earns it | Reward |
|---|---|---|
| Touchdown | Land back on Earth after a launch. | +300 credits +8 discovery |
| Home Again | Recover a landed vessel from the flight menu: it comes home and its parts are refunded. | +200 credits +5 discovery |
| One Small Step | Land on the Moon. | +5,000 credits +100 discovery |
| Dust on the Legs | Land on Mars. | +8,000 credits +150 discovery |
| High Ground | Come to rest on Earth more than 300 m above the datum — a hilltop, a ridge, a plateau. | +400 credits +10 discovery |
| Table Service | Land on one of Earth's plateaus — the flat top is the target, the flanks are the trap. | +600 credits +12 discovery |
| Hillside Parking | Come to rest on ground steeper than 10° without tipping over. | +500 credits +10 discovery |
| Above the Snow Line | Land on Earth above 2 300 m, where the air stays below freezing — thin enough that a canopy alone may not save you. | +1,200 credits +25 discovery |
| Crater Floor | Land inside one of the Moon's craters. | +2,000 credits +40 discovery |
Readings and science
| Achievement | What earns it | Reward |
|---|---|---|
| Field Science | Take a reading with any instrument aboard. | +100 credits +3 discovery |
| Slow Air at One Kilometre | Read the temperature 1 km over Earth (900–1100 m) while moving between 2 and 60 m/s. A parachute descent does it. | +300 credits +8 discovery |
| Thin Air | Read the pressure between 10 and 12 km over Earth. | +150 credits +5 discovery |
| Deep Freeze | Read Earth's coldest air: 217 K or less, inside the atmosphere. | +200 credits +6 discovery |
| Hard Vacuum | Read zero pressure above Earth's atmosphere. | +250 credits +8 discovery |
| Lunar Weather Station | Read the temperature low over the Moon, under 2 km. | +2,500 credits +50 discovery |
| Martian Weather Report | Read the pressure inside Mars' atmosphere. | +3,000 credits +60 discovery |
| Science Package | Launch a vessel carrying an instrument. | +150 credits +4 discovery |
| Diligent Observer | Take ten readings with one instrument on a single flight. | +250 credits +8 discovery |
| Hot Soak | Read 350 K or more. Above the air a thermometer reads its own skin, so this one glows. | +400 credits +10 discovery |
| Martian Cold Snap | Read 200 K or colder in Mars' atmosphere. | +3,000 credits +60 discovery |
| Field Laboratory | Take twenty-five readings with one instrument on a single flight — more charge than a pod carries. | +450 credits +10 discovery |
| Where the Air Turns Strange | Sample Earth's air above 50 km. Down where people live it is nitrogen and oxygen and has been for a billion years; up here the oxygen is coming apart and there is helium on the way out. | +250 credits +10 discovery |
| Ninety-Five Percent Carbon Dioxide | Sample Martian air and find it is almost all carbon dioxide. Forty-three grams to the mole, and not one of them worth breathing. | +3,000 credits +60 discovery |
Your space center
| Achievement | What earns it | Reward |
|---|---|---|
| Groundbreaking | Extend any building of your space center. | +500 credits +10 discovery |
| Bigger Rockets | Extend the launch pad to level 2: taller, heavier ships may start from it. | +1,000 credits +20 discovery |
| Second Wing | Extend the Research Centre and open the next tier of the tech tree. | +1,000 credits +20 discovery |
| Fourth Wing | Extend the Research Centre to level 4 and open the tier of the tech tree that sells the probe's warp drive. | +1,500 credits +30 discovery |
The Meek
| Achievement | What earns it | Reward |
|---|---|---|
| Two Up | Launch a vessel carrying a Crew Capsule — two seats, and a good deal more ship to lift. | +10 discovery |
| Room for Two | Steer a Crew Capsule on its wheels above 100 km, with a crewmate at the second window. | +800 credits +20 discovery |
| Somebody Aboard | Launch with a Meek in the pod. A capsule flies only with an astronaut in it. | +8 discovery |
| A Meek in Space | Carry a Meek above the atmosphere. | +200 credits +12 discovery |
| A Meek in Orbit | Put a Meek into a stable orbit. | +1,500 credits +30 discovery |
| Home from Orbit | Bring a Meek home after an orbit. Their record grows only when they land. | +2,000 credits +40 discovery |
| Crew of Two | Launch with two Meek aboard. | +15 discovery |
| Field Notes | Take a reading with a Meek aboard to write it down. | +150 credits +15 discovery |
| The Paying Kind | Launch with a passenger aboard. Somebody who is not there to fly the thing, only to look out of it. | +12 discovery |
| Worth the Ticket | Bring a passenger home from above the air. The contract pays; this is what it was for. | +900 credits +20 discovery |
| Economy Class | Launch a vessel carrying a Passenger Cabin — two more seats, and everyone in them eats from the same larder. | +10 discovery |
| Full House | Launch with four Meek aboard, a Passenger Cabin among the parts. Somebody has to fly it; the rest are along for the view. | +20 discovery |
| Coach to Orbit | Put three Meek into a stable orbit of Earth at once. | +1,200 credits +25 discovery |
Contracts
| Achievement | What earns it | Reward |
|---|---|---|
| Open for Business | Complete a contract for a company. | +300 credits +8 discovery |
| Contractor | Extend the Administration: more contracts at once, and harder ones. | +800 credits +15 discovery |
| Reliable Partner | Complete ten contracts. | +1,500 credits +30 discovery |
Out to the far worlds
| Achievement | What earns it | Reward |
|---|---|---|
| Two Strokes Off Your Game | Enter the sphere of influence of Twostrokes, the scorched iron world closest to the star. | +4,000 credits +30 discovery |
| Existence Is Pain | Enter the sphere of influence of Existence — ninety-two atmospheres of hot carbon dioxide, and nothing you send there comes back. | +4,000 credits +30 discovery |
| Ninety-Two Atmospheres | Read 100 kPa or more inside Existence's air — that is under 73 km, deep in the deck, and the probe is not coming home. | +5,000 credits +35 discovery |
| Flurbos Only | Enter the sphere of influence of Flurbo, the icy dwarf out in the belt. | +5,000 credits +30 discovery |
| Worth a Schmeckle | Land on Schmeckle. Twenty-five kilometres of rock, a quarter of a metre per second of gravity, and a sphere of influence you can miss. | +7,000 credits +45 discovery |
| Look at Me, I'm a Planet | Enter the sphere of influence of Meeseeks Prime — 6 600 km of hydrogen and the largest thing in the system after the star. | +7,000 credits +45 discovery |
| Caaan Do! | Land on Caandu, the ice moon of Meeseeks Prime. | +11,000 credits +70 discovery |
| Somebody Landed on Jerry | Land on Jerry, the biggest moon in the system. Somebody had to. | +10,000 credits +60 discovery |
| Press the Button | Enter the sphere of influence of The Box, the ringed giant. | +8,000 credits +50 discovery |
| Gazorpazorp | Land on Gazorpazorp. One and a half atmospheres of nitrogen at 94 K and a tenth of Earth's gravity — the one place out there where a parachute does the whole job. | +12,000 credits +75 discovery |
| Cronenberged | Enter the sphere of influence of Cronenberg, the green one nobody meant to make. | +10,000 credits +60 discovery |
| Two Grams to the Mole | Sample the air of Cronenberg. Hydrogen, mostly, with no ground under it to stop on — the lightest sky in the system, and the hardest one to get a sample out of. | +8,000 credits +50 discovery |
| That's a Long Squanch | Enter the sphere of influence of Squanch, thirty times Earth's distance from the star. | +11,000 credits +65 discovery |
| Wubba Lubba Dub Dub | Land on Wubba, the big moon of Squanch. | +14,000 credits +85 discovery |
| Pluto Is a Planet | Enter Pluto's sphere of influence. It is a planet. Ask anyone from there. | +12,000 credits +75 discovery |
Hidden achievements
There are 21 more that are not listed anywhere, here or in the game, until you earn one. The sheet counts them into a single row at the bottom and says nothing else about them. Earning one turns it into an ordinary row with its title, what you did and what it paid. That is deliberate, and this page will not spoil them.
With those, this page knows of 216; the sheet in the game may count more.