RetroSpace/Collectibles & Achievements

RetroSpace: All 29 Achievements and the Road to 100%

All 29 RetroSpace achievements grouped by type: the two endings, difficulty stacking, the whole-run challenge achievements, and an honest note on Radio Ga Ga and Tech-guru - the two lists nobody has fully documented yet.

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RetroSpace has 29 achievements on Steam, and the list is unusually honest about what it wants from you: both endings, every Mutamod, every weapon maxed, a run where you kill nothing, a run where nothing ever sees you, a run with no helmet, and finishes on the two highest difficulties — which are locked at character creation. This guide gives the full grouped list, names every missable and run-ending condition before it can ambush you, and lays out a completion order with no wasted runs. Two entries come with an honest warning up front: Radio Ga Ga and Tech-guru cannot be fully documented yet, because nobody — anywhere — has published the totals they depend on.

Every 100% run starts here, in the Stasis Chambers — and the planning starts even earlier, at the new-game screen, where a difficulty you can never change decides half of this list. — The Wild Gentlemen / Kwalee (via Steam)

At a glance

  • Achievements: 29 on Steam (PlayStation has 30 trophies, including a Platinum — do not mix the lists)

  • Difficulty achievements: 3 — they stack downwards, so a Russ Kurtell clear also covers 1999

  • Endings required: Both (one choice at the navigation terminal, at the very end)

  • Whole-run challenges: 5 — no kills, never spotted, no helmet, wrench-only kills, no vending-machine food or drink

  • Realistic completion plan: 4–6 runs, including one dedicated Russ Kurtell run

  • Time estimate: 30+ hours for full completion, per the fan wiki's estimate — an estimate, not a tracked average

  • Hardest blocker: Money. Higher difficulties raise prices, and three achievements are shopping lists

The black hole at the heart of the station. It is patient, and so is this achievement list — most of it is a matter of planning, not reflexes. — The Wild Gentlemen / Kwalee (official trailer)

1. The shape of the list

Twenty-nine achievements sort into seven groups, and the groups pull in different directions — which is exactly why the run order in section 7 matters. The shopping achievements (all Mutamods, all gadgets, all weapons maxed) want a rich run on a friendly difficulty; the challenge achievements want specialised runs where a single mistake voids the attempt; the grind achievements (5,000 crouched steps, 100 bloodstains, 50 headshots) just want hours.

One structural note before the table: the six post-credit stingers are not achievements. Seeing all six is a completionist project of its own — only the highest-priority stinger you qualify for plays each run — but no achievement counts them, so here they matter only because your ending runs double as stinger attempts. They are covered in our endings guide.

2. The full list: all 29 achievements

Story and endings

  • Out of madness — Finish the game on any difficulty

  • Too good to be true — Reach the Good ending — at the navigation terminal, set course to rejoin the Golden Journey fleet

  • Not the best outcome… — Reach the Bad ending — at the navigation terminal, set course for Earth

Difficulty

  • Gotcha, Boomer! — Finish the game on 1999

  • I'm MacReady! — Finish the game on Russ Kurtell

Collection, purchases and crafting

  • Muta-Freak — Own all 10 Mutamods at Lv1 or higher

  • Tech-guru — Own all tech gadgets at Lv1 or higher (see section 3 — the full gadget list is unpublished)

  • I'm all out of bubblegum — Raise all 8 upgradeable weapons to maximum level

  • Radio Ga Ga — Find all audio logs (see section 3 — no complete list exists yet)

  • The Master Exploder — Build the secret weapon from its three parts

Exploration and quests

  • Space tourist — Explore all 18 areas, across both timelines

  • Hero we deserve — Complete all NPC side quests

  • The Rite — Find the way to kill Charley, the secret boss of the Grand Station Crew Section

Whole-run challenges

  • Clean hands — Finish the game with zero kills — robots and turrets count

  • Never there — Finish the game without ever being spotted by an enemy

  • This is NOT the way — Finish the game without wearing the A.U.C.S. helmet — a full no-HUD run

  • Warren Wrenchman — Make every kill with the Power Wrench or the HyperBroom only

  • Hobo for life — Finish the game without buying food or drink from a vending machine

Combat, grinding and the strange ones

  • Don't care — Wade through 30 or more hazardous puddles

  • Evolutionary dead-end — Carry 3 cloning degenerations at the same time

  • Squat master — Take 5,000 steps while crouched

  • I prefer my payment in cash — Collect 2,000 credits without dying

  • Score! — Throw 5 heads into trash bins

  • Hygiene obsession — Clean 50 bloodstains

  • Clean-O-Bot 3000 — Clean 100 bloodstains

  • Psycho-mode! — Kill 5 of every enemy type (bosses do not count)

  • Better than therapy — Score 50 headshots

  • Are you okay, buddy? — Spend 1 hour playing below 20% health

  • Bull in a china shop — Trigger 50 enemy alerts

3. The two honest gaps: Radio Ga Ga and Tech-guru

Most achievement guides would now hand you a checklist. For two of these 29, an honest guide cannot — and you should be suspicious of any site that does.

Radio Ga Ga asks for every audio log on the station. The state of public knowledge: no source has published the total number of audio logs, and no complete location list exists anywhere. What we can give you is the discipline that substitutes for a list until one exists:

  • Loot every corpse and read every terminal. Logs are physical objects in the world, and codes and story items share their hiding places — one sweep finds both.

  • Treat blood as a signpost. Bloodstains hide codes and mark where people died; your Universe Cleaner reveals what is underneath, and the cleaning counts toward Hygiene obsession and Clean-O-Bot 3000 anyway.

  • Sweep each area in both timelines before moving on. Areas exist in present and decayed versions; a log found in one says nothing about the other.

  • One caution from the patch notes: Janitors' Patch #1 removed a duplicate log ("History lesson 2"), so counts quoted from launch-week sources may be off by one.

Tech-guru has the same problem one level down: the full tech-gadget roster and its total count are unpublished. Gadgets confirmed by multiple sources include a cloaking device, a motion tracker, a camera/scanner and a decoy — buy every gadget the machines offer, keep them all at Lv1 or higher, and treat any site listing an exact gadget total as guessing.

This is what Radio Ga Ga actually looks like: an object on a floor, in a room you almost walked past. Until a verified log list exists, eyes down and loot everything is the whole strategy. Gameplay frame: 红牙飞燕LUCID (Bilibili)

4. Missables and run-killers

The list's teeth are concentrated in a few places. Learn these before your first completion run starts.

Point-of-no-return misses:

  • Hero we deserve is missable by design — side quests close as you advance. The hardest lock: the errand known as The Date must be set up by speaking to Mia and Joey before you travel to the alternate timeline. Talk to every Haven NPC before every timeline jump.

  • The Rite / Charley: the secret boss in the Grand Station Crew Section must be dealt with before you leave the Crew Section for good — killed outright, or dealt with by the rite the achievement is named for. Leave without resolving it and the achievement is gone for the run.

  • Space tourist requires all 18 areas in both timelines. A whirlwind story run will not get it; sweep as you go.

  • Timeline-exclusive Mutamods (Muta-Freak): four unlock in the alternate-timeline Medical Section, and guides single out Brain Parasite and Tentacle Hand as finds not to leave late.

Voided by a single slip — one mistake ends the run's eligibility:

  • Hobo for life — one vending-machine snack or drink.

  • Never there — one enemy spotting you.

  • Clean hands — one kill, including a robot or a turret.

  • Warren Wrenchman — one kill with the wrong weapon.

  • This is NOT the way — putting the helmet on once.

  • I prefer my payment in cash — dying before you have banked 2,000 credits.

The station's survivors are your quest-givers, and their errands expire. Hero we deserve is the achievement most players lose without ever knowing why. — The Wild Gentlemen / Kwalee (via Steam)

5. The challenge runs, grouped sensibly

The ghost run — Clean hands + Never there. These two are natural partners: a run where nothing sees you is a run where you kill nothing, and both statistics are tracked in-game (Player Kills, Enemies Alerted). Play it on Story, live in the dark — lights you shoot out stay out — and let hacked turrets be somebody else's problem, because a turret kill is still your kill. Hobo for life rides along free on this and every other run: never buy food or drink from a machine. Dr. Miriam's machine sells Mutamods, not snacks, so Muta-Freak spending never endangers Hobo.

Never there is a whole run of moments like this one, survived quietly. Darkness is a resource: manage it like ammo. — The Wild Gentlemen / Kwalee (official trailer)
Even the station's own handbook preaches the ghost doctrine: stay in the dark, stay out of sightlines, make no noise. Never there is that paragraph, played for ten hours. Gameplay frame: 红牙飞燕LUCID (Bilibili)

The wrench run — Warren Wrenchman. Every kill must come from the Power Wrench or the HyperBroom. It pairs with nothing stealthy, but watch environmental kills: if an electrified puddle or a burning enemy finishes someone off, no source settles whether the game credits the kill to your wrench. When in doubt, finish targets with the tool itself.

The blind run — This is NOT the way. A full run without the A.U.C.S. helmet means no HUD at all. Put it on Story and lean on memory and notes from earlier runs.

That machine is Hobo for life's only enemy. Every food and drink purchase in the game comes from a box like this one — walk past all of them, for a whole run. — The Wild Gentlemen / Kwalee (via Steam)

6. The death achievements: dying on purpose, in the right order

Two achievements turn the cloning system into homework, and they conflict with each other — which is why order matters.

I prefer my payment in cash wants 2,000 credits collected without dying. On your completion run, make it the first job: play carefully, loot everything, bank the 2,000 before taking risks. The moment it pops, death is free again.

Evolutionary dead-end wants the opposite: die, be re-cloned, and repeat until three cloning degenerations are stacked on you at once — the sneezing, swearing, hallucinating defects that each revival stamps on you. Do it deliberately near a Heal-O-Dome, after the cash achievement is safe, and cure the stack afterwards with the Gene Sucker on your own corpse or a paid purge at the dome (reported at 50 credits).

One degeneration is an annoyance. Evolutionary dead-end asks you to wear three at once — collect the set on purpose, close together, somewhere safe. — The Wild Gentlemen / Kwalee (official demo trailer)
Death is a commute here, not a failure — but it bills you in genetic material every trip, and it voids I prefer my payment in cash if it happens too early. — The Wild Gentlemen / Kwalee (official demo trailer)

7. The completion order

  • Run 1 — the completion run (Normal). Normal is the developers' recommended difficulty and the friendliest economy for shopping. Do everything that costs money here: Muta-Freak, Tech-guru, I'm all out of bubblegum (maxing all eight upgradeable weapons takes Scraps and every Blueprint — the first Blueprint is in Nexus Gardens). Sweep all 18 areas in both timelines for Space tourist, finish every NPC quest for Hero we deserve (Mia and Joey before the first timeline jump), resolve Charley for The Rite, build The Master Exploder, run the Radio Ga Ga discipline, and bank I prefer my payment in cash early, then Evolutionary dead-end. Take either ending. The grinds accumulate across this run — park Are you okay, buddy? somewhere safe and sit under 20% health for an hour.

  • Run 2 — the other ending (any difficulty). The branch is a single choice at the navigation terminal, so this run is mostly a replay tax — and your second stinger attempt.

  • Run 3 — the ghost run (Story). Clean hands + Never there together, with Hobo for life kept warm.

  • Run 4 — the wrench run (Story or Normal). Warren Wrenchman, alone; it conflicts with too much to share.

  • Run 5 — the blind run (Story). This is NOT the way.

  • Run 6 — the difficulty run (Russ Kurtell). Because difficulty achievements stack downwards, this one clear earns I'm MacReady! and Gotcha, Boomer! together. Spend lean: Russ Kurtell's prices are exactly why the shopping happened back in Run 1.

That is six runs at most — fewer if you chase endings during the challenge runs. What you cannot do is compress it into one: Clean hands and Psycho-mode! are mutually exclusive by definition, and no single run is both never-spotted and a 50-alert rampage.

The last room of the game. Both ending achievements are decided a few steps from here, at the navigation terminal — everything else on the list is decided by the runs you planned before this one. Gameplay frame: Sda-Angelina (Bilibili)

FAQ

How many achievements does RetroSpace have? 29 on Steam. PlayStation shows 30 trophies only because it adds a Platinum ("Janitor of the month").

Can I get all 29 in one run? No. Two endings need two final choices; Clean hands excludes Psycho-mode! and Better than therapy; Never there excludes Bull in a china shop; and a Russ Kurtell economy may not fund the purchase achievements. Four to six planned runs is the realistic shape.

Do the difficulty achievements stack? Yes — they stack downwards. Finishing on Russ Kurtell also satisfies the 1999 achievement, so one hardest-difficulty run closes the whole group.

Is there a complete audio log list for Radio Ga Ga? Not yet — no source has published the total count or a full location list. Loot every corpse and terminal, sweep both timelines, clean blood as you go; this guide will be updated when a verified list exists.

What is the most commonly missed achievement? Hero we deserve, on current evidence: its quests expire silently, and one (The Date) must be set up before your first trip to the alternate timeline. Space tourist runs it close — miss one area in one timeline and nobody tells you.

Related guides

  • RetroSpace Beginner's Guide: Difficulty, Saving, Cloning and Your First Hours on Aurora 5

  • RetroSpace: All 10 Mutamods — Locations, Costs and Which Mutations Are Worth It

  • RetroSpace Endings Explained: Both Endings and the 6 Post-Credit Stingers

  • RetroSpace Secret Boss Charley and The Rite: Location, the Ritual and the Fight