The Hunt and arsenal achievements
Three achievements sit on the wrong side of a night you caused: surviving a Hunt, ending one inside half a minute, and owning every melee weapon when it starts. The first is near-universal, the other two are where the completion curve falls off a cliff.
Last verified 11 September 2026 · game version: 29 July 2026 patch
| Still Breathing | Survive your first Hunt — 93.5% (13 August reading: 93.8%) |
|---|---|
| Relentless | Finish a Hunt within 30 seconds — 45.3% (45.4%) |
| Locked And Loaded | Purchase all melee weapons and fill out the weapons arsenal — 22.7% (23.5%) |
Global unlock rates move as more people buy the game, and this wiki now holds two readings taken a month apart. Where they differ, both are given — the 7 September 2026 figure first, the 13 August 2026 figure in brackets. Neither is wrong; a percentage of a growing player base is a moving number, and nothing on this page depends on which of the two you use.
A Hunt is something you caused
All three of these depend on a mechanic that is not random. Let a doppelganger complete its purchase and walk out and it returns that same shift in its real form to hunt you — that is the Entity, and it is the bill for a decision made minutes earlier at the counter. The exception is a Blood Moon shift, where blood rain falls and the Hunt happens regardless of how clean your verification was.
Which means the fastest route to all three achievements runs through the identification guide in both directions: it tells you how to stop causing Hunts, and it tells you exactly which mistake to make on purpose when you want one.
Still Breathing — 93.5%, and you already have it
Surviving a single Hunt is held by nearly everyone who plays, and the reason is in the timing: the Hunt comes at the end of the shift rather than the instant the doppelganger leaves, so you usually know it is coming and have a window to spend money before it does. Ammunition, a second weapon, wooden boards on doors and windows — barricades slow the Entity down, and putting them up beforehand is not the same job as hammering them while something is already listening for you.
The one instinct to correct is noise. The Entity is blind and tracks sound, including proximity voice chat, so a teammate narrating its position over voice is mechanically bait. See multiplayer and co-op for how that reshapes a three-player night.
Relentless — the only pure skill check in the game
Ending a Hunt inside 30 seconds is the one achievement on the list that no amount of patience substitutes for, and the drop from 79.8% on Freed to 45.3% here is where casual play stops. Everything above that line happens if you keep playing; everything below it you have to go looking for.
What the clock actually demands is that the preparation is already done. A weapon bought and equipped before the night turns, a known route through the store, and a decision made in advance about where you intend to meet the thing. Half a minute is not enough time to shop. Our achievements page suggests going for it on an early shift against a threat you know you can kill quickly — a Shrieking Doll is a reasonable target since it comes to you.
Not a Marionette night, where the encounter is decided by a music box in another room rather than by damage. Never Shift 13 — the Dentist is immune to your weapons, traps do not stop him, and there is no version of that night that ends in 30 seconds.
Locked And Loaded — a budget, not a boss
The requirement is specific: purchase every melee weapon and fill out the weapons arsenal. At 22.7% it is the rarest achievement in the game that is not an ending, and it is rare for a reason that has nothing to do with skill. Restocking pays tonight and keeps the quota healthy; the arsenal pays on a night that may never come. Under pressure, people buy the immediate thing, every shift, forever.
The fix is a decision rather than a technique: make a fixed slice of each shift's takings untouchable, from early on, instead of planning to chase the arsenal later. Two details narrow the target usefully — firearms sit outside this achievement, and the 29 July 2026 patch added a second purchasable gun alongside the launch one, so neither of them counts toward it. The full breakdown is on the weapons arsenal section.
What we will not give you is a weapon list, prices or a tier ranking. There is no published list of the melee weapons or what they cost, and the confident numbers circulating for this game are unsourced, so there is nothing here to budget against precisely. Bank a slice and buy what appears.
Do not stack this on an ending run
The arsenal and the True Ending compete for exactly the same money, and the True Ending's $250 check happens at the end of Shift 13. Chasing both on one run is the classic way to finish with neither. Take the arsenal on a run where the ending does not matter — a Grave Decision pass asks nothing financial of you, which makes it the natural place to spend freely.
Order of attack
- Still Breathing arrives on its own. Nothing to plan.
- Locked And Loaded next, banked across many shifts in the background while you learn the store.
- Relentless last, once the arsenal is stocked and you know the layout well enough to close distance instead of circling.
All three are tick boxes in the completion tracker, along with the four kill achievements and the three endings.
Sources on this site
- All 10 achievements — the full list, the curve, and an August rate reading (dated 12 August on that page, 13 August on the monster pages that repeat the same numbers).
- The Entity — how a Hunt starts, Blood Moon shifts, and why sound is the mechanic.
- Traps, barricades and hiding — sound discipline and the weapons arsenal.
- Patch notes — the second firearm and the removed patience meter, both from 29 July 2026.