Achievements
All 128 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.
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 |
| 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 |
| 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 |
Parts flown and fired
| Achievement | What earns it | Reward |
|---|---|---|
| Gear Down | Launch a vessel carrying landing struts. | +100 credits +3 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| In Contact | Launch a vessel carrying a radio antenna. | +5 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 a thermometer or a barometer. | +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 |
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 |
| Lunar Ground | Build a launch pad on the Moon. | +2,000 credits +40 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 |
| 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 18 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, the whole set is 148.