Order of the Sinking Star/Collectibles & Achievements

Order of the Sinking Star: All 32 Achievements, Unlock Rates and the Road to Completionist

All 32 achievements in Order of the Sinking Star, grouped the way the game is structured, with unlock rates from Exophase's tracked sample — including why Ascend and Descend remain genuinely undocumented.

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Order of the Sinking Star has 32 achievements on Steam, and the list is the clearest map of the game anyone has published: four opening campaigns, six gold rooms, six teleporters, two hidden layers — Antipode High and Antipode Low — three endings, and one final demand, Completionist: every puzzle in the overworld. This guide gives all 32 with their official descriptions, unlock rates and what each actually takes, then ends with the order a completion run should tackle them in.

A golden star in a temple alcove — the game's unit of progress. — Thekla / Arc Games (via Steam)

At a glance

  • Total: 32 on Steam; PlayStation has the same 32 plus a Platinum (33 trophies)

  • The shape: 4 campaigns

    · 6 gold opens

    · 6 teleporters

    · 4 High

    · 6 Low

    · Ascend

    · Descend

    · 3 Endgames

    · Completionist

  • Most common: Heroes — 86.56%

  • Rarest: Completionist and Endgame Low — 0.29%

  • Secret: The High, Low, Ascend and Descend achievements

  • Missables: None documented — all 32 track cumulative progress

The Crossroads — the list is organised like this map. Gameplay frame: 塞德莎 (Bilibili)

How to read the unlock rates

Every rate here comes from Exophase, which computes percentages across its own tracked player base — a snapshot from mid-October 2026, about a week after launch. That is not every Steam owner, and the figures drift upward daily. Treat them as a large-sample difficulty poll: trust the shape of the curve, not the decimals.

The game's own shorthand is worth learning before the tables: H = Heroes (north), M = Mirror Isles (east), S = Skipping Stones (south), B = Beamcasters (west) — so HxM is the gold room between Heroes and Mirrors.

1. The four campaigns: the opening layer

No prerequisites — each asks you to finish one world's initial campaign, its first self-contained set of puzzles. The rates double as the community's difficulty ranking: the north is where almost everyone succeeds; the south is where two-thirds of tracked players are still stuck.

  • Heroes — Finish the initial Heroes campaign. — 86.56% — The north world's opening set

  • Mirror Isles — Finish the initial Mirror Isles campaign. — 72.25% — The east world's opening set

  • Beamcasters — Finish the initial Beamcasters campaign. — 49.42% — The west world's opening set

  • Skipping Stones — Finish the initial Skipping Stones campaign. — 33.09% — The south world's opening set — hardest of the four

The Heroes party in one courtyard. — Thekla / Arc Games (via Steam)
The Mirror Isles at night: the Trader and a mirror portal. — Official press kit, Thekla / Arc Games

2. Opening the six gold rooms

A gold room opens only after real progress in both parent worlds, in a specific order — steps done out of order do not work. Opening one also unlocks that pair's large combination areas. HxM, fed by the two gentlest worlds, is open in over half of tracked saves; MxS, which waits on the south, is the rarest.

Golden cubes and a prism at a gold region's edge. Gameplay frame: 塞德莎 (Bilibili)
  • Gold HxM — Open the HxM gold room. — 54.91% — Heroes + Mirrors, in order

  • Gold HxB — Open the HxB gold room. — 29.34% — Heroes + Beamcasters, in order

  • Gold HxS — Open the HxS gold room. — 24.28% — Heroes + Skipping Stones, in order

  • Gold MxB — Open the MxB gold room. — 22.25% — Mirrors + Beamcasters, in order

  • Gold SxB — Open the SxB gold room. — 17.20% — Skipping Stones + Beamcasters, in order

  • Gold MxS — Open the MxS gold room. — 13.73% — Mirrors + Skipping Stones, in order

3. The six Antipode teleporters

Inside a gold room, solving crossover puzzles lights stars on a 10-star meter. Fill it past the white line between the seventh and eighth stars and the room's teleporter to the Antipode activates — seven to eight stars' worth, not the whole room. Any four of these six unlock the first ending. Note the cliff after Antipode HxM (27.60%): most players light one teleporter long before their second.

The 10-star meter: lit stars below, empty slots above. Gameplay frame: 塞德莎 (Bilibili)
  • Antipode HxM — Activate the HxM teleporter to the Antipode. — 27.60% — HxM meter past the white line

  • Antipode HxB — Activate the HxB teleporter to the Antipode. — 10.26% — HxB meter past the white line

  • Antipode MxB — Activate the MxB teleporter to the Antipode. — 9.68% — MxB meter past the white line

  • Antipode SxB — Activate the SxB teleporter to the Antipode. — 8.24% — SxB meter past the white line

  • Antipode MxS — Activate the MxS teleporter to the Antipode. — 6.94% — MxS meter past the white line

  • Antipode HxS — Activate the HxS teleporter to the Antipode. — 5.35% — HxS meter past the white line

4. Antipode High: the first hidden layer

Past the first ending, play continues into Antipode High, divided into one part per world; each achievement is for reaching that world's part. Know the limit of current knowledge: no text source yet describes the step-by-step route in — the layer's structure is documented by the achievement list itself and the developer's statements that more gameplay lies past the first ending.

The Queen on the Antipode's node dial. Gameplay frame: 塞德莎 (Bilibili)
  • High Heroes — Reach the Heroes part of Antipode High. — 1.01% — Post-Endgame layer

  • High Skipping Stones — Reach the Skipping Stones part of Antipode High. — 0.87% — Post-Endgame layer

  • High Mirrors — Reach the Mirrors part of Antipode High. — 0.72% — Post-Endgame layer

  • High Beamcasters — Reach the Beamcasters part of Antipode High. — 0.72% — Post-Endgame layer

5. Antipode Low: all six, again

Antipode Low holds a second set of the six teleporters — and this time the game wants all six re-activated, where the first ending let you choose four. Together they feed the Final Endgame. These are, ties with Endgame Low and Completionist aside, the rarest achievements in the game.

  • Low HxS — Activate the HxS teleporter in Antipode Low. — 0.43% — One of six Low re-activations

  • Low HxB — Activate the HxB teleporter in Antipode Low. — 0.43% — One of six Low re-activations

  • Low HxM — Activate the HxM teleporter in Antipode Low. — 0.29% — One of six Low re-activations

  • Low MxS — Activate the MxS teleporter in Antipode Low. — 0.29% — One of six Low re-activations

  • Low MxB — Activate the MxB teleporter in Antipode Low. — 0.29% — One of six Low re-activations

  • Low SxB — Activate the SxB teleporter in Antipode Low. — 0.29% — One of six Low re-activations

6. Ascend and Descend: the two nobody can explain yet

The official descriptions are one word each — "Ascend." and "Descend." — and both are flagged Secret. The honest state of knowledge: no source we can find documents what triggers either one. The obvious guess, from the names and their place in the list, is that Ascend involves Antipode High and Descend involves Antipode Low. The rates argue against a clean one-to-one mapping: Ascend (4.91%) is nearly five times as common as the most common High achievement (1.01%), and Descend (0.58%) sits between the High and Low bands rather than inside either. They are not simply "reach High" and "reach Low". We will update this section when a first-hand source documents them.

  • Ascend — Ascend. — 4.91% — Undocumented — see above

  • Descend — Descend. — 0.58% — Undocumented — see above

7. The three Endgame completions

  • Endgame — Complete the Endgame. — 5.64% — Any 4 of 6 teleporters

  • Endgame High — Complete the Second Endgame. — 0.72% — Antipode High — exact gating undocumented

  • Endgame Low — Complete the Final Endgame. — 0.29% — All six Antipode Low teleporters

8. Completionist: every puzzle in the overworld

One achievement, no shortcuts: finish every puzzle in the overworld. Community mapping puts the overworld at roughly 920 puzzles (TechRaptor's reviewer cites the same figure); whether interior and sub-level puzzles also count is not yet confirmed — TrueTrophies flagged the same ambiguity for the Platinum. The developer's oft-quoted 500 hours for full completion is an interview estimate, not a measured benchmark. At 0.29%, Completionist ties Endgame Low and four Low teleporters as the game's rarest content — the first tracked players finished the entire overworld within about a week of launch.

A golden ladder climbs on through pink cloud. Gameplay frame: 塞德莎 (Bilibili)

9. A sensible order for a completion run

  • Campaigns first, in rate order: Heroes → Mirror Isles → Beamcasters → Skipping Stones.

  • Gold rooms as their parents mature, starting with HxM; each open unlocks combination areas worth clearing while the rules are fresh.

  • Four teleporters — HxM first; expect HxS (5.35%) to be the grind.

  • Take the first ending. Credits roll, the game continues, nothing locks away.

  • The remaining two teleporters, plus skipped combination areas.

  • Antipode High's four parts, then Endgame High.

  • Antipode Low's six teleporters, then Endgame Low.

  • The Completionist sweep. Ascend and Descend sit outside this order until their triggers are documented.

Four heroes on golden pads in Heroes Together. Gameplay frame: 塞德莎 (Bilibili)

FAQ

Are any of the 32 achievements missable? None that any source documents. Every achievement tracks cumulative progress — campaigns finished, rooms opened, teleporters lit — and the tiered endings do not lock each other out.

What is the rarest achievement? A tie in the tracked sample: Completionist and Endgame Low, both 0.29%, share the floor with four of the six Low teleporters. The most common is Heroes at 86.56%.

Does PlayStation have the same list? Yes — the same 32 trophies, plus a Platinum for earning all of them: 33 in total.

Are these unlock rates for all Steam players? No — Exophase's tracked-player sample, snapshot mid-October

2026. Trust the shape of the curve; the figures move daily.

What do Ascend and Descend require? Nobody knows yet. Both are Secret, their descriptions are one word each, and no source documents a trigger. Section 6 explains why the obvious guess does not fit the data.

Does Completionist include interior puzzles, or only the overworld? Unconfirmed. The description says "every puzzle in the overworld"; whether interior and sub-level puzzles count has not been verified by any source we found.

Related guides

  • Order of the Sinking Star Beginner's Guide: Best World Order, the Rewind System, and What to Do First

  • Order of the Sinking Star Endings Explained: The 4-of-6 Rule, Antipode High and Antipode Low

  • Order of the Sinking Star Gold Rooms Explained: How All Six Open, the Star Meter, and the 4-of-6 Rule

  • Skipping Stones to Lonely Homes Explained: How Skipping, Sinking, Currents and Time Control Work