Medieval Dynasty Achievements Guide: All 44 Achievements and How to Unlock Them

Medieval Dynasty has 44 achievements, taken from the Steam Web API. This guide lists every one with its official unlock condition, grouped into story and dynasty, village levels, skills, hunting and the wild, and the rest, with the village level chain as the route backbone.

Medieval Dynasty Achievements Guide: All 44 Achievements and How to Unlock Them
Guide chapters13 chapters

Medieval Dynasty has 44 achievements, and the reliable way to chase them is to follow the village development chain from Hermitage to City while letting the story, family, skill, and hunting achievements fall out of ordinary play. Every unlock condition in this guide comes from the official English descriptions returned by the Steam Web API, with one exception stated plainly: LumberJACKED has no official description in that data.

A character holding a wooden hammer at a forest sunrise. The first house is the first step on the road to a large village.

At a glance

  • Game: Medieval Dynasty (Steam app 1129580)

  • Achievements: 44, from the Steam Web API, checked 2026-10-25

  • Route backbone: 9 village development levels, Hermitage to City

  • Skills: 6 lines, each with a level 10 achievement

  • One gap: LumberJACKED has no official description in the API data

  • Version: Patch 2.7.0.4 (2026-10-07); checked 2026-10-25

Quick answer

  • There are 44 achievements, and this guide lists all 44 with official conditions, nothing invented.

  • The village chain Hermitage, Camp, Small Farm, Farm, Hamlet, Settlement, Village, Town, City is the backbone for long-term progress.

  • Six skills each have a level 10 achievement: Extraction, Hunting, Farming, Diplomacy, Survival, and Production.

  • Several achievements are worded as during one dynasty, so treat them as goals for a single dynasty run.

  • LumberJACKED has no official description in the API data, so this guide gives no unlock condition for it.

A riverside village with a bridge and timber houses. Early villages grow by adding houses, people, and working buildings.

1. Read the list before you chase it: 44 achievements, one missing description

The total is the first fact to fix in place. The Steam Web API schema for Medieval Dynasty returns 44 achievements, and the store page snapshot in another language also records 44, so the count rests on two agreeing sources rather than a single page. This guide therefore lists 44 achievements, grouped for reading, and the grouping changes nothing about the names or the conditions. A group is a reading aid, and the official description inside each row is the authority.

The grouping follows five lines that match how the game actually plays. Story and dynasty covers the main quest, family, money, and the stranger side of village life, including theft and its consequences. Village levels form the nine-step chain that measures the settlement itself. Skills cover the six lines that each end at level

10. Hunting and the wild covers animals, exploration, and survival feats. The rest gathers the odd achievements that fit nowhere else, including the one achievement this guide cannot explain.

LumberJACKED needs its own warning, because it is the easiest achievement to invent a condition for. The API returns an empty description for it, and this guide writes that fact in the table rather than filling the gap with a fan guess. If another guide states a confident unlock method for LumberJACKED without citing an official description, treat that method as unverified. The honest position is that the official data used here does not say how to unlock it.

A second wording point runs through several rows. Achievements such as killing every type of wild animal, visiting every village, selling stolen goods, and getting caught stealing are worded as during one dynasty. Read that wording literally: the progress belongs to a single dynasty run, so plan those goals inside one continuous playthrough rather than assuming progress carries across a fresh start. The API descriptions do not promise cross-dynasty carryover, and this guide does not assume it either.

Swipe horizontally to view all columns.

GroupCountWhat it covers

Story and dynasty

16

Main quest, family, money, theft, village size

Village development levels

9

Hermitage to City

Skills

6

One level 10 achievement per skill line

Hunting and the wild

8

Animals, exploration, survival feats

Everything else

5

Odd feats, plus LumberJACKED with no official description

A large walled village seen from above. A village at this scale shows what sustained development levels look like.

2. Story and dynasty: the main quest, a family, and a fortune

The story group is the natural first pass, because it follows the life the game asks you to build. Finish the main quest for Closure, complete 100 side quests for A helping hand, build your first house for A new home, and recruit your first inhabitant for Let's break a stick! Those four alone sketch the opening arc: a house, a first villager, a main story finished, and a long tail of side quests. The side quest total is the long pole here, since 100 is a count that only accumulates across many seasons.

Family achievements form a chain of their own, and the order matters. Have a wife for M'Lady, have an heir for Firstborn, and then play as an heir for The Dynasty Continues. The store page promise behind this chain is passing your legacy on to the next generation, and the achievement chain turns that promise into three concrete steps. Gifts belong to the same chain: give your wife gifts for 2 following years for Happy wife, happy life, and sleep in your bed every night for the entire year for Well earned rest. Both of those are patience achievements, and both punish a save that skips nights or forgets anniversaries.

Money and mischief sit at the two ends of the same village economy. Have 1,000,000 coins for Show me the money, and carry a tax debt of at least 5,000 coins for I will pay next month, I swear. Theft has its own trio: sell 50 stolen goods during one dynasty for Must have been the wind, get caught stealing for the first time for It wasn't me, and get caught stealing 50 times during one dynasty for I may not be good at it after all. The theft trio is best read as permission to experiment: the first catch is an achievement in itself, and the fiftieth catch is the punchline. Village Manager, at least 50 inhabitants, closes the group by tying population to progress.

One death belongs in this group for completeness, and it is the easiest achievement in the game. Die once for Oopsie daisy. It requires no build, no preparation, and no skill, and it will almost certainly arrive on its own. Do not plan around it; note it, and let ordinary play deliver it.

Swipe horizontally to view all columns.

AchievementUnlock condition, official description

Closure

Finish the main quest.

A helping hand

Complete 100 side quests.

M'Lady

Have a Wife.

Firstborn

Have an Heir.

The Dynasty Continues

Play as an Heir.

A new home

Build your first house.

Let's break a stick!

Get your first inhabitant.

Happy wife, happy life

Give your wife gifts for 2 following years.

Well earned rest

Sleep in your bed every night for the entire year.

Show me the money!

Have 1000000 Coins.

I will pay next month, I swear

Have a tax debt of at least 5000 coins.

Must have been the wind

Sell 50 of the stolen goods during one dynasty.

It wasn't me!

Get caught stealing for the first time.

I may not be good at it after all...

Get caught stealing 50 times during one dynasty.

Village Manager

Have at least 50 inhabitants.

Oopsie daisy

Die.

A riverside settlement with a walled town in the distance. Town and City are the far end of the same development chain.

3. Village development levels: the nine-step backbone

The nine development levels are the spine of the whole list, and they are also the cleanest evidence in it. Each level is its own achievement, and the condition for each is simply to reach that level: Hermitage, Camp, Small Farm, Farm, Hamlet, Settlement, Village, Town, and City. There is no hidden sub-goal in the official descriptions, and this guide adds none. The route is therefore simple to state and long to execute: grow the settlement, step by step, until the final level registers.

The practical meaning of the chain is that village growth is the achievement route, not a side activity. Houses, inhabitants, and working buildings push the settlement forward, and the population milestone of 50 inhabitants sits naturally on the same road. Players who chase scattered achievements while neglecting the settlement will collect curiosities and miss the spine. Players who grow the village steadily will watch the level achievements arrive in order, with the story, family, and skill achievements accumulating alongside.

One gap belongs here, stated plainly. The official descriptions name the levels but give no population or building threshold for each step, so this guide lists the nine levels and their order without inventing a threshold table. Any guide that prints exact requirements per level without citing a verified source is filling this gap with a guess. The safe way to use the chain is as an ordering device: always know which level is next, and let the game register the step when the settlement is ready.

Swipe horizontally to view all columns.

StepAchievementUnlock condition, official description

1

Hermitage

Reach Hermitage development level.

2

Camp

Reach Camp development level.

3

Small Farm

Reach Small Farm development level.

4

Farm

Reach Farm development level.

5

Hamlet

Reach Hamlet development level.

6

Settlement

Reach Settlement development level.

7

Village

Reach Village development level.

8

Town

Reach Town development level.

9

City

Reach City development level.

A stone house with a fenced garden and a child villager. Family achievements follow from marriage, an heir, and playing as that heir.
Villagers walking a torch-lit village road at dusk. Reaching 50 inhabitants is a village-size milestone on the way to higher levels.

4. Six skills to level 10: the long grind, done honestly

The six skill achievements are the longest honest grind in the list. Each one asks for level 10 in one line: Extraction, Hunting, Farming, Diplomacy, Survival, and Production. The skill lines themselves are confirmed by the achievement set, and the community wiki describes the underlying rule as Skyrim-style growth, where doing the matching activity raises experience and leveling grants skill points. That wiki description is labeled as such here, because no official manual formula was verified for this guide.

The useful advice is about ordering, not shortcuts. Hunting and Extraction rise through ordinary outdoor work, Farming rises through field seasons, Production rises through workshop time, Survival rises through living off the land, and Diplomacy rises through dealing with people. A player who builds the village, hunts for food, farms through the seasons, and talks to villagers will raise all six lines together, slowly. A player who tries to grind one line in isolation will feel the grind far more, because the lines are designed to rise alongside a working village.

No experience-per-action table is printed here, because none was verified. The conditions themselves are the complete requirement: reach level 10 in the line. That simplicity is a kindness. There is no hidden quest, no boss, and no item gate in the official descriptions, only sustained play in each line.

Swipe horizontally to view all columns.

AchievementUnlock condition, official description

Master of Extraction

Get level 10 in Extraction.

Master of Hunting

Get level 10 in Hunting.

Master of Farming

Get level 10 in Farming.

Master of Diplomacy

Get level 10 in Diplomacy.

Master of Survival

Get level 10 in Survival.

Master of Production

Get level 10 in Production.

A couple holding hands in story art. Marriage opens the family line of achievements, including gifts given across two following years.

5. Hunting, the wild, and everything else

The hunting group rewards breadth before depth. Hunting Royale asks for every type of wild animal killed during one dynasty, which is a checklist across the whole roster rather than a single hard target. I wasn't even looking asks for 100 or more points on the archery target, a precision feat that is best practiced deliberately rather than attempted during a real hunt. Hedgehog asks for an animal impaled with 4 spears while it is still alive, a condition that should be read literally and attempted carefully, since it demands four spears in a living animal rather than four kills.

Exploration and survival feats round out the wild group. Strider asks for every village visited during one dynasty, Caveman asks for a mine built on every cave on the map, My Stumps asks for 100 stumps removed, Warm-blooded asks for surviving winter with no clothes on, and Look at my mount asks simply for getting a mount. Warm-blooded deserves a caution: it is a deliberate stunt, and attempting it without a warm house and food nearby turns a fun achievement into a survival failure. Plan the stunt, and keep shelter close.

The remaining five close the list. I... am not... drunk asks for being drunk at 100 percent, Dirty Henry asks for being 100 percent dirty, I wonder how many I can fit asks for 12 status effects at once, and Harvestin' season asks for harvesting a field bigger than 6 by

6. The fifth is LumberJACKED, and its row states the gap: the API description is empty, and no condition is given here. A completionist run ends, honestly, at 43 explained achievements plus one openly unexplained name.

Swipe horizontally to view all columns.

AchievementUnlock condition, official description

Hunting Royale

Kill every type of wild animal during one dynasty.

I wasn't even looking

Hit the archery target and get 100 or more points.

Hedgehog

Impale an animal with 4 spears while it's still alive.

Strider

Visit every village during one dynasty.

Caveman

Have mine built on every cave on the map.

My Stumps

Remove 100 stumps.

Warm-blooded

Survive winter with no clothes on.

Look at my mount

Get a mount.

I... am not... drunk

Be drunk (100%).

Dirty Henry

Be 100% dirty.

I wonder how many I can fit...

Get 12 status effects at once.

Harvestin' season

Harvest a field bigger than 6x6.

LumberJACKED

No official description in the API data; no condition is stated here.

A first-person crossbow view on an autumn lakeside path. Hunting achievements reward breadth across animal types and careful shots.
A rider silhouetted on a donkey at dusk on a hill. A mount of your own is its own achievement, separate from hunting or travel progress.
A villager harvesting wheat with a sickle. Harvest a field larger than 6 by 6 for the harvest achievement, and check the field size before harvest day.

FAQ

How many achievements does Medieval Dynasty have?

44, according to the Steam Web API schema returned on 2026-10-25, with a store page snapshot in another language agreeing on

44. This guide lists all 44 with their official conditions.

What is the best order for chasing achievements?

Follow the village development chain from Hermitage to City, and let story, family, skill, and hunting achievements accumulate alongside village growth. The chain is the backbone; the scattered achievements are best collected while the settlement grows, rather than before it.

How do I unlock LumberJACKED?

The verified data does not say. The Steam Web API returns an empty description for LumberJACKED, so this guide states that gap instead of inventing a condition. Any method without an official description behind it should be treated as unverified.

Do achievements carry across a new dynasty?

The official descriptions do not promise that. Several achievements are worded as during one dynasty, including killing every animal type, visiting every village, and the theft goals, so plan those inside a single dynasty run rather than assuming a fresh start keeps the progress.

  • Medieval Dynasty Seasons and Economy Guide: The Yearly Cycle and Trading