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.
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
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
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.
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.
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.
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.
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.
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
