Use the short completion rule
- Track 229 Steam achievements and 28 Torments as separate lists. Finishing a Torment does not move Steam completion.
- Do not activate a Torment before a run. It is a goal checked by the game, not a difficulty modifier.
- Check prerequisites before repeating the objective. A correct counter cannot finish an entry whose earlier rank or required achievement is still incomplete.
- Match the tracking window: permanent totals survive between runs, current-run totals reset, and event checks care about a specific moment or short window.
- Read the exact comparator and mode rule. “Above 600” is not the same as “at least 600,” and 150 active entries do not progress in Infinite.
Use the complete Achievement and Torment reference when you have a named entry in front of you. Search its title, requirement, counter, prerequisite, or reward, then open that row before attempting another run.
If a goal did not complete, the description is only the starting point. The checklist below narrows the failure to the list, prerequisite, tracking window, exact boundary, or mode restriction.
Keep the two checklists separate
Steam completion contains 229 entries. Torments add another 28, bringing the active in-game registry to 257. The arithmetic matters: the Steam total is not 257, and the Torment total is not part of the 100% calculation.
Torments also have no rewards. Completing one records the feat in the Hall of Torments; it does not unlock an Item, power-up, Survivor rank, arena, or mode. By contrast, 166 entries in the wider registry grant at least one reward.
This distinction fixes the most common category mistake. A Torment can demand a harder run than many Steam achievements and still be optional for Steam completion. Nothing needs to be enabled before starting the run.
Read the four current sections
The active registry is divided into Progress, Achievement, Story, and Torments. The first three add up to the 229 Steam entries. The fourth is the separate Torment list.
| Section | Active entries | What belongs here |
|---|---|---|
| Progress | 101 | Permanent progression, unlock chains, ranks, modes, arenas, and Items |
| Achievement | 68 | Challenge goals that still belong to the Steam checklist |
| Story | 60 | Story and mission-linked Steam goals |
| Torments | 28 | Separate completion goals with no Steam credit or reward |
| Steam total | 229 | Progress + Achievement + Story |
Use the current section counts when comparing a save or checklist. Old totals can lag behind additions, removals, or recategorization. The four current counts above reconcile exactly: 229 Steam entries plus 28 Torments equals 257 active entries.
The section label does not tell you how the counter behaves. A Progress entry may use a permanent total or a single run, and a Story entry may depend on another completed record. Open the entry itself before planning the attempt.
Check the gate before the counter
An entry can have two kinds of gate:
- A prerequisite achievement must already be complete.
- A previous rank is the earlier step in the same ranked chain and must already be complete.
The two can point to the same earlier entry. Treat that as one requirement, not two objectives to repeat. A later Medic rank, arena survival rank, or similar chain does not become available because its numeric target was reached early; the earlier record still has to be complete.
This is why a large lifetime total does not always unlock the highest visible rank in one jump. Finish the available step, let the list advance, and then check the next record. If a later rank remains blocked, follow its named prerequisite back one step at a time.
Match the right tracking window
There are three useful player-facing tracking scopes:
- Persistent total: the value is kept across runs. My First Million, for example, checks a lifetime total of 1,000,000 defeated Zombies.
- Current run: the counter or state belongs to the active attempt. Leaving the run starts it over unless the entry explicitly uses a permanent statistic.
- Event window: the game listens to a particular event or a short sequence instead of steadily comparing one visible total.
“In a single run” and “total” are reliable clues, but they do not explain every reset. Green Well and In Search For The Cake both ask for ten minutes in one run, yet their counters behave differently: acid contact must remain continuous, while decontamination time can be accumulated in several visits.
An event window can be even narrower. Pi Day and Risk Of Rain each open a one-second bucket when the first qualifying event arrives. They do not use an arbitrary wall-clock second such as 12:34:56 to 12:34:57.
Read the exact boundary
The achievement condition system uses four comparisons. Similar English phrases can land on different sides of the target, so the symbol is the safer way to diagnose an edge case.
| Wording | Exact test | Boundary |
|---|---|---|
| Equals | = | current value = target |
| Below | < | current value < target |
| Above | > | current value > target |
| At least | ≥ | current value >= target |
Strict above means the current value must be greater than the target. At least includes the target. This difference is especially easy to miss on time records.
Several dedicated Torment checks define their own inclusive deadline. Power Leveling accepts Team level 100 at or before 10:00, and Buffer Overflow accepts Team level 256 at or before 60:00. Reaching the level after those timestamps is too late even if the run continues.
Respect mode and speed rules
Infinite is not a universal achievement-farming mode. 150 of the 257 active entries are explicitly disabled there; 107 do not carry that restriction. Check the entry instead of assuming a lifetime-looking counter will progress in every mode.
No current entry has a separate “default game speed required” flag: the active count is 0. That statement is limited to achievement tracking. It does not claim that altered speed is valid for leaderboards, records, or any other rules outside the checklist.
Mode names and difficulty thresholds are independent requirements. One Difficult Mode checks One Hit mode at Difficulty 3 or higher after 20:00. Can't Touch This checks One Hit after 30:00 but has no extra difficulty requirement. Combining those descriptions into one rule would make the second attempt needlessly harder.
Solve the tricky Torments
The biggest information gap is not the target number. It is when a timer starts, whether leaving resets it, and what counts as an interaction.
| Torment | What the counter actually does |
|---|---|
| Green Well | The timer advances while at least one acid-pool contact is active. Leaving every pool resets the streak to 0, so all 600 seconds must be continuous. Overlapping pools do not make the timer advance faster. |
| In Search For The Cake | Zone time is cumulative within the run: leaving the zone pauses the counter instead of resetting it. Reach 600 total seconds while alive. |
| Pi Day | Damage is summed inside a one-second bucket that begins with the first registered hit. Once more than one second has elapsed from that bucket's start, the next hit starts a fresh bucket. |
| Risk Of Rain | Boss kills are counted inside a one-second bucket that begins with the first kill. The counter resets when the next kill arrives more than one second after the bucket began. |
| Power Leveling | Team level 100 must be reached at or before 10:00; the boundary is inclusive. |
| Buffer Overflow | Team level 256 must be reached at or before 60:00; the boundary is inclusive. |
| Keep Your Feet Dry | Any registered acid-pool interaction sets a permanent failure flag for that run; avoiding damage alone is not enough. |
| Monty On The Run | Any registered Desert Worm interaction sets a permanent failure flag for that run. |
| Motion Sickness | Any registered train interaction sets a permanent failure flag for that run. |
The hazard-avoidance Torments are stricter than “take no damage.” Any registered interaction with an acid pool, Desert Worm, or train sets a failure flag for that run. Armor, Dodge, immunity, or surviving the hit does not erase the interaction. Start a new run after the flag is set.
The two one-second damage/kill challenges use the same shape: the first qualifying event starts the bucket, later events accumulate while they are within one second of that start, and the next event after the window begins a new bucket. Space your setup around one burst, not a rolling two-event interval.
Scan all 28 Torments
This is the complete current Torment list. The extra notes call out exact thresholds, reset behavior, and event boundaries where the one-line goal is not enough.
A Feature To Kill For
Defeat a Boss Enemy by leveling up
A Madman
Survive 20 minutes of a solo run without taking any Level-up or Military Training powerups, and with up to one item
The run tracker separately counts accepted Level-up picks and accepted Military Training picks. Both counters must still be 0 at 20:00.Buffer Overflow
Reach team level 256 within the first 60 minutes of the run
Team level 256 must be reached at or before 60:00; the boundary is inclusive.Can't Touch This
Survive 30 minutes in One Hit mode
The check fires at 30:00 or later while the active mode is One Hit. It has no additional difficulty requirement.Crazy Noisy Bizarre Town
Survive for 2 hours on Difficulty 3+ in the Isolated City
The check fires at 120:00 or later and requires Difficulty 3 or above.Dodge Roll
Parry or Dodge 40 times in a row
A successful dodge and a successful parry both add 1 to the same streak counter. The unlock threshold is exactly 40.Forever Alone
Survive 60 minutes as a solo Survivor in the Endurance Mode
At 60:00, the mode must be Endurance and the current squad must contain exactly one Survivor.Green Well
Spend 10 minutes in a pool of acid
The timer advances while at least one acid-pool contact is active. Leaving every pool resets the streak to 0, so all 600 seconds must be continuous. Overlapping pools do not make the timer advance faster.I Will Survive
Get hit by a train 30 times in a single run and don't die
Train hits use a current-run counter. The completion check requires 30 hits and positive current health.In Search For The Cake
Spend 10 minutes total inside of the decontamination zone in a single run and don't die
Zone time is cumulative within the run: leaving the zone pauses the counter instead of resetting it. Reach 600 total seconds while alive.Keep Your Feet Dry
Survive 60 minutes in the Green Hell without interacting with any acid pools
Any registered acid-pool interaction sets a permanent failure flag for that run; avoiding damage alone is not enough.Level 1 Speedrun
Finish a Hardcore run on Difficulty 3+ while having an empty general skill-tree
Monty On The Run
Survive 60 minutes in the Vile Wasteland without interacting with the Desert Worm
Any registered Desert Worm interaction sets a permanent failure flag for that run.Motion Sickness
Survive 60 minutes in the Dead Terminal without interacting with any trains
Any registered train interaction sets a permanent failure flag for that run.My First Million
Defeat a total of 1,000,000 Zombies
One Difficult Mode
Survive 20 minutes in One Hit mode on Difficulty 3+
The check fires at 20:00 or later and requires both One Hit mode and Difficulty 3 or above.Pain Train
Survive for 2 hours on Difficulty 3+ in the Dead Terminal
The check fires at 120:00 or later and requires Difficulty 3 or above.Phantom Blood
Survive for 2 hours on Difficulty 3+ in the Green Hell
The check fires at 120:00 or later and requires Difficulty 3 or above.Pi Day
Deal 314,159 points of damage within a second
Damage is summed inside a one-second bucket that begins with the first registered hit. Once more than one second has elapsed from that bucket's start, the next hit starts a fresh bucket.Power Leveling
Reach team level 100 within the first 10 minutes of the run
Team level 100 must be reached at or before 10:00; the boundary is inclusive.Risk Of Rain
Defeat 6 Boss Enemies within one second
Boss kills are counted inside a one-second bucket that begins with the first kill. The counter resets when the next kill arrives more than one second after the bucket began.Stardust Crusaders
Survive for 2 hours on Difficulty 3+ in the Vile Wasteland
The check fires at 120:00 or later and requires Difficulty 3 or above.Survivor Crossing
Reach the maximum possible Team Bond
The Definition Of Insanity
Complete 100 repeatable missions
Tis But A Scratch
Get hit by the Desert Worm 30 times in a single run
Desert Worm hits use a current-run counter and unlock at exactly 30 registered hits.Weight Limit
Survive 60 minutes of Endurance Mode without any items
At 60:00, the mode must be Endurance and the current Item inventory must still be empty.Who Needs XP?
Win an Extermination run while skipping all level-ups
You're Not The Boss of Me
Defeat a total of 1,000 Boss Enemies
All 28 entries in this section share two boundaries: they are not Steam achievements, and they grant no reward. Their tracking scopes still differ. Some use permanent totals, while most describe a current-run feat.
Diagnose a goal that did not complete
Work through these checks in order:
- Confirm the list. A Torment will not appear as Steam progress, even when it completed correctly.
- Open the prerequisite chain. If the entry is Blocked, finish the named prerequisite or previous rank first.
- Confirm the mode and difficulty. Infinite disables 150 entries, and several goals name a specific mode, arena, or minimum difficulty.
- Identify the tracking window. Decide whether the value is permanent, current-run, or event-based. Do not carry current-run progress into the next attempt in your plan.
- Check the exact boundary. Distinguish
>,<,=, and≥; for deadline Torments, include or exclude the boundary exactly as stated in the mechanic note. - Treat interactions as interactions. For hazard-avoidance Torments, preventing damage is not enough once contact was registered.
- Restart a failed streak. Leaving all acid pools resets Green Well; leaving decontamination only pauses In Search For The Cake. A one-second bucket restarts on the next event after its window expires.
If those checks pass, open the exact row in the Achievement and Torment reference before repeating the run from memory. Read its description, prerequisite, mode rule, and reward together, then compare them with the tracking window and boundary explained above.
Trace status Item unlocks
All 20 current Items that directly change status chance, duration, radius, super effects, or status replacement are achievement rewards. The starting count is 0, and 12 of those Item unlocks have at least one earlier achievement in their prerequisite chain.
This matters when a build guide names an Item such as or . Seeing its effect in the Item reference does not mean it is available on a new profile. Open the reward achievement, then finish every blocked prerequisite before repeating the reward condition.
Trace the reward entry through each named prerequisite before attempting it. After the Item is permanently unlocked, the Item Pool rules still decide whether it can appear in the current mode and preset. The damage type guide explains what the unlocked Item changes in combat.
Keep a completion record
Keep Steam achievements and Torments in separate lists. Record an entry only after its own list shows it complete, and write the blocked prerequisite beside any goal you intend to attempt next.
For an Item reward, start at the reward entry and work backward through every prerequisite. For a ranked chain, record the earliest unfinished rank rather than the largest numeric target you have already reached.
For a Torment, add its tracking scope and mode restriction to the note. This prevents a permanent total, one-run feat, and one-second event window from being treated as the same kind of progress.
FAQ
Are Torments difficulty modifiers?
No. They are optional completion goals checked during play. There is no Torment modifier to activate before a run.
Do Torments count toward Steam 100%?
No. Steam completion uses 229 achievements. The 28 Torments are a separate in-game list.
Do Torments unlock rewards?
No. Every current Torment has an empty reward list. They record completion in the Hall of Torments.
Why did Green Well reset?
Its 600-second acid timer must be continuous. The timer advances while at least one acid-pool contact is active and resets to zero after leaving every pool. Overlapping pools do not speed it up.
Does decontamination time reset when I leave the zone?
No. In Search For The Cake accumulates 600 total seconds within one run. Leaving pauses the counter; it does not erase time already earned in that run.
Is Pi Day a rolling one-second window?
No. The first registered hit starts a one-second bucket. Damage accumulates inside that bucket; the first hit after more than one second starts a new bucket.
Does every achievement work in Infinite?
No. 150 current entries are disabled in Infinite, while 107 entries do not carry that restriction. Read the mode rule on the exact entry before starting.
Does changing game speed always invalidate achievements?
No current entry uses the separate default-speed requirement flag. That does not set rules for leaderboards or other record systems.