Achievements List & Guide
Fifty-three achievements: eleven come from normal campaign play, the rest are build goals, crew goals and self-imposed constraints that cannot all be earned in the same run.
Star Trek: Outposts Unknown ships with 53 Steam achievements, and they are a better syllabus than any tutorial. Read the list once and you can see the shape of the game the designers intended: establish, upgrade, expand to three planets, then replay the campaign under deliberately uncomfortable constraints.
The list divides into three groups: outpost achievements carry a normal run, crew achievements ask you to look at the people, and campaign achievements are where the difficulty lives — several are mutually exclusive in a single playthrough.
Outpost and systems achievements
Twenty-eight of the fifty-three are about what you build. None demand a specific strategy; all reward breadth, patience and finishing what you started.
| Achievement | How it unlocks |
|---|---|
| A New Frontier | Establish your first outpost. |
| Fascinating | Successfully research your first Exploration Point. |
| Strange New Life | Investigate your first flora. |
| Surviving Stars | Build 5 shield emitters. |
| Technological Leap | Reach Tier 2 of the tech tree. |
| Peak Innovation | Reach Tier 5 of the tech tree. |
| Made in the Stars | Craft your first item. |
| Expanding Horizons | Establish an outpost on a second planet. |
| A Growing Federation | Establish an outpost on a third planet. |
| Commanding Presence | Upgrade 3 ops centers to level 10. |
| Starfleet Lifeline | Get to level 3 resupplies. |
| Fully Operational | Fully upgrade a building. |
| Into the Deep | Complete a Tier 3 Exploration Point. |
| Master of Innovation | Purchase every upgrade in the tech tree. |
| The Forest Returns | Regrow 100 trees. |
| NIX-ION | Have 20 buildings go to system failure. |
| Set Phasers To Love Me | Destroy 20 roots. |
| Captain's First Log | Complete your first mission. |
| Masterwork Engineering | Manufacture your first Tier 3 or higher item. |
| Foundation of the Future | Build a building from every category. |
| Master Surveyor | Investigate every resource. |
| A Touch of Home | Place one of every decorative object. |
| Nothing Left Unexplored | Clear the fog of war across a whole planet. |
| Charting the Unknown | Clear the fog of war on every planet you visit. |
| Architect of the Frontier | Build 36 different structures. |
| Engineering Never Sleeps | Repair 20 different buildings. |
| Replicator Mastery | Craft 30 different recipes. |
| Fully Optimized | Upgrade 18 different buildings to max level. |
Crew achievements
Fourteen are about the roster. Two — losing a red shirt, and losing a crew member to cold on Korou — unlock when things go wrong.
| Achievement | How it unlocks |
|---|---|
| Welcome Aboard | Get your first new recruit. |
| Medical Breakthrough | Cure a crew member of tetryon radiation. |
| Away Team Assembled | Send 4 crew members out in an air vehicle on the same trip. |
| Murphy's Law | Experience an attack on a crew, a storm, a power outage, a water outage and a building needing repair all at the same time. |
| The Outpost Must Survive | Lose a crew member to the cold on Korou. |
| El Presidente | Assign 20 field commands. |
| He's Dead, Jim | Lose your first red shirt. |
| The Next Generation | Promote a crew member to the highest rank. |
| Infinite Diversity | Have one of every species of crew. |
| Narcissism | Make your own call sign. |
| The Spirit of Starfleet | Maximize crew morale with more than 20 crew members. |
| Overqualified | Assign a senior officer to a very basic job. |
| More Work? | Have more than 50 work orders in the logistics queue. |
| The Best and Brightest | Train every crew specialization to the highest rank. |
Campaign and challenge achievements
Eleven achievements measure how you finish. This is the group that cannot be done in one pass: "Trust in Science" wants no shields, "Grounded Exploration" wants no vehicles, "Self-Sufficient Frontier" wants no high-tier resupply requests, and the four scenario achievements want a clean run with no outage, no crew loss and no repairs.
| Achievement | How it unlocks |
|---|---|
| The Final Report | Finish the campaign. |
| Grounded Exploration | Complete the campaign without using vehicles. |
| Self-Sufficient Frontier | Complete the campaign without requesting high-tier resources. |
| Trust in Science | Complete the campaign without using shields. |
| Ahead of Schedule | Complete the campaign within 60 days. |
| Small Crew, Big Mission | Complete the campaign with fewer than 40 crew. |
| Continuous Operation | Complete a scenario without experiencing a power outage. |
| No One Left Behind | Complete a scenario without losing a crew member. |
| Built to Last | Complete a scenario without ever having to repair a building. |
| Under Fire | Survive a Nausicaan raid. |
| The Starfleet Spirit | Complete the campaign without letting crew morale drop below 45%. |
How to plan a run
A short list of achievements that pull in opposite directions:
| Pair | Why they conflict |
|---|---|
| Trust in Science vs Surviving Stars | One forbids shields, the other requires five emitters |
| Grounded Exploration vs Away Team Assembled | One forbids vehicles, the other needs an air trip |
| Ahead of Schedule vs Master Surveyor | Speed versus clearing every resource node |
| Small Crew, Big Mission vs The Spirit of Starfleet | Fewer than 40 crew versus maxed morale above 20 crew |
That friction is the point: the list is the game asking you to replay it with a different theory of what a good outpost is.