YAZS Achievements: Completion Order and Cleanup Goals
There are 229 Steam achievements in the current list. Start with permanent progression and Survivor unlocks, move through the 1.0 Story and map gates, then reserve separate runs for damage totals, restrictions and boss timing. Selected objectives are detailed below; this is not a walkthrough of every achievement, and the current Sanji route remains incomplete.

Achievement Facts at a Glance
Snapshot checked against the official 1.0 release notes, the Steam achievement list, and an independent achievement database on August 27, 2026.
Recommended Completion Route
This is a practical order for reducing backtracking. The game does not require one universal order, and the visible achievement description in your current client takes priority after a patch.
Build the foundation
Equip items, activate abilities, raise team levels, upgrade a global passive, and learn the three starting Survivors before chasing strict restrictions.
Open the roster
Unlock all 9 Survivors and their rank milestones. The full roster gives you more options for team-leader, damage-type, and support achievements.
Advance the story
Work through Camp missions and the 1.0 Story category. Use the Mission Log to review progress and replay incomplete missions instead of waiting for a random offer.
Clear maps and modes
Move from normal clears to Endurance, Extermination, Hardcore, Boss Rush, and the remaining arena-specific goals. Keep each run focused on one main target.
Clean up specialist goals
Finish one-million damage totals, boss timing, no-weapon or no-ability runs, low-health challenges, map hazards, Potato, Sanji, and other unusual entries.
Start Here: Low-Friction Milestones
These goals overlap with normal play and help unlock the systems needed for the longer categories.
- Equip one item, then six items in a single run. These are early equipment checks and are useful while learning item choices.
- Lead a full squad and activate five abilities at once. Recruit up to two teammates through SOS encounters, then keep building the ability set.
- Use abilities 100 times in a Default run. This fits naturally with a normal survival attempt; do not sacrifice the run just to force it early.
- Reach team levels 25, 50, 75, and 100. These milestones arrive through ordinary experience gain and become easier as permanent upgrades improve.
- Open the roster early. Start with the simplest Survivor milestones, then use the roster guide and its unresolved conditions to track the current conditions for all nine characters.
- Raise a global passive node to level 5. This is the early permanent-progression check before spending runs on high-restriction challenges.
1.0 Story, Camp, and Survivor Progression
The official 1.0 notes add 88 achievements, including a new Story category with 64 achievements. The same release adds 15 Main Story, 45 Survivor, and 19 Repeatable Missions.
Use the Camp as your progress hub
- Check the Briefing Room after runs. A new narrative mission can be waiting after each run, and the Camp also contains the Mission Log.
- Read the complete mission card. Note the arena, mode, objective, and any required unlock before choosing a team.
- Replay incomplete missions from the Mission Log. The official release notes describe this as the way to avoid getting stuck behind random mission order.
- Finish Survivor questlines alongside rank goals. The 1.0 system gives each character a personal questline and uses Team Bond to improve Cash and Specialization gains for the whole team.
- Do not treat Torments as story blockers. The developer describes all 28 Torments as optional challenges for bragging rights, separate from the achievement system.
Map and Mode Milestones
Group map achievements by arena and mode so one build can answer several nearby goals. Exact names and descriptions below are examples from the current Steam list.
Scroll the table sideways to read all columns.
| Stage | Targets | How to plan the runs |
|---|---|---|
| Normal clears | Survive until dawn, open the next arena, and complete the first team-leader clears. | Use a reliable leader and learn the arena layout before adding a restriction. |
| Endurance ladder | 10, 20, and 30 minutes for each arena where the achievement is listed. | Use separate goals for survival and damage. Version 1.0 uses 30 minutes in Endurance as the per-arena Infinite unlock condition. |
| Extermination | Annihilate the listed enemy waves in the relevant arena. | Prioritize reliable area coverage and do not combine this with a fragile no-ability attempt. |
| Hardcore | Complete the Hardcore version of an arena, including the route toward Boss Rush. | Repair the failure from your previous run first: movement, defense, boss damage, or crowd control. |
| Boss Rush | Reach the final boss at the ten-minute mark and complete the arena-specific objective. | Build early power with a clear boss plan. The official notes state that Boss Rush unlocks after Hardcore for each map. |
| One Hit and special modes | Finish the short arena-specific challenges shown in the current achievement list. | Attempt these after the arena is familiar; the margin for an avoidable hit is small. |
Survivor and Team Cleanup
Several achievements ask you to unlock ranks or survive with a named leader. Complete these before building highly specialized damage runs.
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| Group | Examples | Practical route |
|---|---|---|
| Roster unlocks | Huntress, Ghost, Medic, Pyro, Mechanic, and Ranger | Follow the Survivor unlock conditions and let cumulative objectives overlap with normal runs. |
| Rank milestones | Rank 2, 3, 4, and 5 entries for the nine-Survivor roster | Spend permanent points against the next useful rank, then use that character in a normal run to learn the new options. |
| Named leaders | SWAT, Tank, Engineer, Huntress, Ghost, Medic, Pyro, Mechanic, and Ranger survival clears | Use a normal clear first. Return for Hardcore or solo variants only after the leader's opening weapon is comfortable. |
| Squad size | Full squad, exactly two Survivors, solo leader, and rescue-order goals | Choose the team-size achievement before the run begins; recruiting an extra Survivor can invalidate a solo target. |
| Elemental totals | 1,000,000 Kinetic, Electric, Slashing, Explosive, Fire, Ice, and Chemical damage in one run | Build around one damage type at a time. These are single-run totals, not lifetime counters. |
Check a One-Million Damage Run
Use the total for the named damage type, not the squad's combined damage. The official 1.0.1 notes add damage by type to Run History. On an installation with that update, this gives you a way to diagnose an attempt after the run.
- Pick one still-locked damage achievement and copy its type and single-run requirement before starting. For a Kinetic goal, follow a Kinetic weapon branch; SWAT's branch checklist explains why choosing Grenade Launcher changes that plan.
- After the attempt, open its Run History entry and find the matching damage-type total. Compare that one figure with 1,000,000. Do not add totals from separate runs.
- If the squad dealt 1,200,000 overall but only 700,000 of the required type, that attempt is still 300,000 short. For the next attempt, review which selected weapons and effects actually contribute to that type before adding more unrelated damage.
- If the named type reaches the requirement but the achievement stays locked, record the achievement name, run entry, platform and installed version. That is a different problem from missing the damage target; the total alone does not prove that an unlock registered.
The numbers above are a worked example, not a measured run. If the per-type breakdown is absent, check the installed version against the 1.0.1 notes; a high combined-damage total cannot substitute for the missing breakdown.
Great Nade Unlock: Why’d You Pick That?
Obtain a Potato to complete “Why'd You Pick That?”; its version 1.0 reward is Great Nade. The objective is listed in Steam achievements, and the official 1.0 release notes explicitly replace its old reward, Skip Rope, with Great Nade.
- Look for the achievement named Why'd You Pick That? when checking the unlock condition.
- Obtain a Potato during a run. Finding Sanji is a different objective; you do not need to complete that separate secret achievement to satisfy the stated Potato objective.
- Check the achievement and item unlock after obtaining it. If an older guide tells you this reward is Skip Rope, it describes the pre-1.0 reward.
Curly Little Potato instead asks you to find Sanji the Rabbit and rewards Easter Egg in 1.0. These are two separate achievement-to-item paths. This unlock explanation does not establish Great Nade's damage values or a Grenade Launcher interaction.
Named Cleanup Goals and How to Plan Them
These objectives are from the Steam achievement list. The planning column is editorial advice, not a tested loadout or guaranteed trigger method.
Scroll the table sideways to read all columns.
| Achievement or group | Objective | Plan the attempt |
|---|---|---|
| How Are You Not Dead? | Stay at 10% health or less for one minute. | Example: with 1,000 maximum HP, stay at or below 100 HP. Check passive regeneration and avoid healing that would move you above the threshold. |
| Zero Deaths! | Finish Hardcore without item or ability healing. | Inspect healing effects before the run. This is not the same condition as taking no damage. |
| Beelzeshmub / Wrong Power Cord! | Kill Witch before her minions; Charger before its charge. | The deadline is the named action, not a fixed minute on the run clock. |
| Scara-boss? Scarab-less! | Kill Big Mummy before Scarabs spawn. | Do not count killing the Scarabs afterward as meeting the condition. |
| Dirty Dancing / Bad Dog! | Kill Chainsawman before spinning; Werewolf before pouncing. | Keep these separate from a long Endurance survival goal. |
| Hold My Beer | Survive 10 minutes without weapon upgrades. | Selecting an upgrade to repair weak damage conflicts with this particular objective. |
| Why'd You Pick That? / Curly Little Potato | Obtain a Potato / find Sanji the Rabbit. | These are different achievements. Picking up Potato alone is not the stated Sanji objective. |
Sanji: an older route, not a confirmed 1.0 walkthrough
A January 2025 player report describes holding a Potato near a hut window at the northeast side of the desert map. An August 2023 discussion describes facing the rabbit and waiting for hearts. These are historical leads: the required Potato count, current position, and exact 1.0 trigger remain unconfirmed here. This section is not a complete secret-achievement route.
What Counts Toward 100%?
Keep the target list separate from optional challenges
The developer's 1.0 release notes explicitly say the 28 Torments are not connected to the achievement system and are not needed to reach 100% completion. They are extra challenges for players who want them, not missing achievements.
The 229-entry Steam list is the completion target used by this page. If a patch changes an achievement name, requirement, reward, or category, use the current in-game card and Steam list over an older guide.
Next: Camp Missions
The 1.0 Story and Survivor achievement groups connect directly to the Camp mission system.
Verification notes
Official release facts and public achievement records are kept separate from route suggestions.
- Official 1.0 release notes: Full Release - Version 1.0 — 88 new achievements, 64 Story achievements, missions, Torments, and mode rules.
- Official Steam achievement list: Yet Another Zombie Survivors Achievements — live achievement names, descriptions, and global unlock percentages.
- Independent list cross-check: TrueSteamAchievements — full 229-entry list and an estimated completion time for Windows.
- Community route reference: Yet Another Zombie Survivors Achievements Guide — category and cleanup suggestions, not a developer-mandated order.