Project P.I.T.T. Achievements: All 23 Explained
All 23 achievements, with global unlock percentages from Steam (checked August 26, 2026) and working methods. Everything can be done on a single save — the only thing you can practically miss is throwing an unopened gambling crate into The Maw before the crate-hunt achievement pops.
Visible achievements
| Achievement | Requirement | Global % | Method |
|---|---|---|---|
| QWACK! | First Duck | 99.0% | Craft a duck, feed it to The Maw |
| KACHING! | Unlock Cash Register | 77.0% | Keep feeding until it appears in the terminal, buy it |
| MORE! | Combo x100 | 71.4% | Let the Automater pile up, then broom/magnet the mass in at once |
| EXTRA! | Combo x200 | 40.6% | Same lane, more spawn — don’t let the combo bar die mid-dump |
| MEGA! | Combo x300 | 1.8% | Late-game magnet mountain or an upgraded product line; clear clogs first — if FPS tanks, the combo dies |
| MESS! | 500 loose products | 56.1% | Pause the fans, let 500 items sit on the floor |
| LAG! | 1000 loose products | 30.5% | Same with 1,000 — save first, clean up after |
| STUFFED! | 15,000 products fed | 30.4% | Lifetime count; AFK a lane that doesn’t clog |
| FAST! | 400 products / min | 1.9% | Peak production rate stat must hit 400 — you need to make 400/min, not deposit them. All three auto-machines at max speed + you on a max-speed manual duck machine with the x2 crafting buff |
| RICH! | Reach $1,000,000,000,000 | 2.5% | One trillion, not a million. Late products + combo multipliers |
| FIESTA! | Unlock Piñata | 39.4% | Terminal unlock in Phase 3; smash it with the bat |
| WEIRD! | Unlock Anomaly | 18.2% | Terminal unlock in Phase 4 — see the anomaly guide |
| GAMBLING! | Find all the Gambling Crates | 22.5% | Exploration: floor, catwalks, dark rooms after lights, delivery pipes. Don’t feed unidentified boxes to the pit until this pops |
| CONSUMERISM! | Unlock and buy everything | 1.9% | Every terminal item unlocked and purchased — greyed items still need a feed/explore gate first |
Hidden achievements
Steam hides the descriptions on these nine. Names and global rates are official; the methods below are the community-established solutions (cross-checked across the Steam 100% guides), matched to the facility systems.
| Achievement | Global % | How to get it |
|---|---|---|
| BAD? | 43.3% | The watcher/camera event: get caught — look at the lit observation window, or deliberately trigger the “I SEE YOU” camera warning |
| UP? | 33.5% | Put all 3 fuses in the catwalk fuse box. The climb itself isn’t the trigger — the fuses are |
| HEAVY? | 20.0% | Hit 200 kg on the upstairs scale — crates, bumpers, or a panel box of heavy items. Full math on the item weights page |
| INVISIBLE? | 14.2% | Be unseen: with cameras destroyed (or the height/watch system disabled via the pillar lights), exist in a previously watched spot |
| OPEN? | 9.4% | Open the grate/door that appears after fuses + 200 kg |
| LOOP? | 7.7% | The numbered percent pipe next to that door: feed it current-phase or assembled products — raw ducks stay at 0% |
| SECRET? | 6.5% | Finish the upstairs chain plus any leftover dark-room / machine interaction — the full secret route covers it |
| END? | 2.6% | The first ending: feed The Maw until the internship/stats sequence plays |
| END! | 6.2% | The real ending: keep going after END? — remaining phases, assembly, the upstairs pipe — and sit through the final sequence |
Fastest 100% order
- QWACK! → first unlocks → KACHING! as soon as the register appears.
- Lane online (Automater + fan): MORE!, then EXTRA! with a bigger pile.
- MESS! and LAG! early, while floor clutter is cheap — clean up after.
- Exploration block: cameras (BAD?, INVISIBLE?), fuses (UP?), crate hunt (GAMBLING!).
- 200 kg pad (HEAVY?), then OPEN? and the pipe (LOOP?).
- Buy every unlock as it appears — FIESTA!, WEIRD!, eventually CONSUMERISM!.
- Endgame numbers: MEGA!, FAST!, STUFFED!, RICH!.
- END? first credits, keep playing to END!, mop up SECRET?.
The long ones are STUFFED! (volume), RICH! (a trillion), CONSUMERISM! (money for everything) and the two rate/combo tests — everything else falls out of a normal playthrough. Time-to-100% depends almost entirely on how early you build a lane that runs without you.
Thanks for the feedback!