Shift At Midnight Wiki

All 10 Shift At Midnight achievements

Ten achievements, and the completion curve is brutal at the bottom — 96.6% of players get the first one, 7.0% get the last. Here is the full list with global unlock rates, plus what the three hidden descriptions almost certainly mean.

Rarity read from public Steam global stats on 28 July 2026 · these percentages drift as the player base grows

#AchievementRequirementGlobal
1First BloodKill your first customer96.6%
2Still BreathingSurvive your first hunt92.8%
3SilencedKill a Shrieking Doll87.8%
4FreedKill a Demented75.3%
5RelentlessFinish a hunt within 30 seconds40.1%
6Last PerformanceKill a Marionette35.1%
7Grave DecisionHidden — no description shown26.0%
8Locked And LoadedPurchase all melee weapons & fill out the weapons arsenal20.6%
9True EndingHidden — no description shown13.4%
10Empty HomeHidden — no description shown7.0%
Reading the curve

The drop from Freed (75.3%) to Relentless (40.1%) is where casual play stops. Everything above that line happens naturally if you keep playing. Everything below it requires you to go looking for it deliberately — which is why the bottom four are the ones people search for.

The three hidden achievements

Steam hides the descriptions for Grave Decision, True Ending and Empty Home. We are not going to invent requirements for them, but the names and the rarity ordering support some reasonable reading, and we will label clearly which is fact and which is inference.

Grave Decision — 26.0%

Fact: hidden description, held by roughly a quarter of players. Inference: the name points at a binary choice with a permanent consequence, and 26% is a rate consistent with "a decision most players encounter once and only some take". This game is built around a repeated judgement call — serve or kill — so a named decision achievement fits that spine. Treat this as unconfirmed until we can verify the trigger.

True Ending — 13.4%

Fact: hidden, 13.4%. Inference: games that name an achievement "True Ending" almost always gate it behind conditions beyond simply finishing — surviving a specific run, making specific choices, or reaching an endgame state with particular resources intact. The 13.4% figure is far below Still Breathing's 92.8%, so it is clearly not "complete the game once". See our endings page for the full discussion.

Empty Home — 7.0%

Fact: hidden, 7.0% — the rarest in the game. Inference: the name and the rarity together suggest an ending or end-state distinct from True Ending, most likely a specific outcome rather than a skill challenge. Note it is rarer than True Ending, which means it is not simply a step on the way to it.

Why we are not giving you a step-by-step for these three

Because we cannot verify one yet. There is a lot of confidently-worded guidance circulating for hidden achievements in this game that traces back to guesswork, and following it wastes runs. When we have a trigger we can confirm, it goes on this page with the date it was confirmed.

The ones you can plan for

Relentless — finish a hunt within 30 seconds (40.1%)

The only pure skill check in the list. A hunt begins when a threat is loose in the store, and you need it dealt with inside half a minute. That means having a weapon already bought and equipped rather than scrambling for one, and knowing the store layout well enough to close distance instead of circling.

The practical approach: go for this on an early shift with a threat you know you can kill quickly — a Shrieking Doll is a reasonable target since it comes to you rather than hiding. Do not attempt it on a Marionette night, and obviously never on a Dentist night, since that one cannot be killed at all.

Locked And Loaded — buy every melee weapon (20.6%)

This is a money achievement, not a skill achievement, and it is the one most people leave on the table because they spend their earnings on consumables and restocking instead. Completing the weapons arsenal means purchasing every melee weapon the shop offers.

The tension is real: money spent on weapons is money not spent on the things that keep your quota healthy. The usual approach is to bank aggressively across several shifts rather than trying to complete it in one. Our weapons guide covers the arsenal and what each weapon is actually good for.

Silenced, Freed and Last Performance — kill specific monsters

Three of the ten are simply "kill one of these". Silenced is the Shrieking Doll at 87.8%, Freed is the Demented at 75.3%, and Last Performance is the Marionette at 35.1%.

That 35.1% on the Marionette is the interesting number. It is not a rare monster — it is a monster that a lot of players meet and do not survive, because the encounter is decided by the music box before the fight starts. If you want that achievement, read the Marionette page first; going in blind is how most of the missing 65% got there.

Suggested order

  1. Just play. First Blood, Still Breathing, Silenced and Freed arrive on their own within the first few shifts.
  2. Bank money early for Locked And Loaded rather than deciding to chase it at hour twenty.
  3. Set up Relentless deliberately on a night with a threat you can reach fast, with a weapon already in hand.
  4. Prepare for the Marionette before the encounter happens — the counterplay is entirely pre-fight.
  5. The three hidden ones last, once you understand the ending structure.