Achievements
Rehaunted achievement guidance: what is missable in a single run, what is tied to endings and how to plan a 100 percent route.
Introduction
Rehaunted ships with Steam achievements and full controller support, and its short runtime makes 100 percent a realistic target rather than a long project. The catch is that the public achievement list was still thin at launch, so an honest guide cannot give you a name-by-name checklist yet. What this section does instead is explain the shape of the list: which unlocks come automatically along the main path, which depend on finding and logging evidence, which are tied to reaching specific conclusions, and where completion-minded players most often lose an unlock without noticing. Because the game is only two to three hours long, the practical advice is simple: be thorough on the first run, then take a fast targeted second pass for the conclusions you did not choose.
Achievement Groups
| Group | What unlocks it | Planning note |
|---|---|---|
| Story progress | Advancing the main investigation path | Automatic; cannot be missed on a normal run |
| Evidence collection | Finding and logging specific kinds of proof | Rewards a full sweep, so do this on run one |
| Endings | Reaching different conclusions at the final reconstruction | Usually needs a second short run |
| Behaviour and choice | Dialogue and exploration decisions during the case | The easiest place to lose an unlock without noticing |
Completion Overview
Story Achievements
The unlocks that arrive on their own for finishing the story.
Evidence Achievements
Rewards for finding and logging proof rather than merely walking past it.
Ending Achievements
Separate unlocks for the different conclusions the case can support.
Missable Behaviour
Where unlocks quietly disappear without any warning from the game.
Core Mechanics
Achievements in Rehaunted fall into three practical groups. Story achievements arrive along the main investigation path and cannot realistically be missed. Evidence achievements depend on finding and registering specific kinds of proof, which means they reward the thorough sweep rather than a fast run. Ending achievements are separate unlocks for different conclusions, so they generally require a second short playthrough. Because the game is only two to three hours, the efficient completion plan is a single careful evidence run followed by a fast targeted run for the alternative conclusion, rather than trying to do everything at once. Behaviour unlocks are the quiet risk in that plan, since a dialogue choice or a skipped radio check-in can remove one without any on-screen notice.
Advantages
Completion here is unusually friendly. There are no difficulty-gated achievements and no online or time-limited unlocks, so nothing is lost by playing at your own pace. The runtime helps as well: two to three hours means a second run for a different ending is a normal evening, not a commitment. And because the completion-critical behaviour — sweeping rooms fully, logging findings, answering the radio — is exactly the behaviour that also produces the best ending, playing for achievements makes you better at the actual game rather than pushing you into tedious detours. There is no grinding layer to pad the list either: nothing asks you to repeat content for its own sake, and no unlock depends on luck or on a randomised drop. A completion run is therefore just a careful run, which is the rarest thing a list of this size can be.
Challenges
The limitations are mostly about information rather than design. Cauchemar had not published a full achievement list at launch, so any specific names or counts you see elsewhere should be treated as unverified. The other risk is invisible failure: an unlock tied to a radio dialogue or an exploration choice can be lost simply by hurrying past it, and the game gives no notice. On a short title that is a mild problem, since a clean-up run is cheap, but it does mean the safest strategy is to be thorough on run one rather than to optimise later. It also means no guide can hand you a definitive checklist yet, only the structure and the habits that make completion reliable.
Frequently Asked Questions
How many achievements does Rehaunted have?+
Are any Rehaunted achievements missable?+
How long does 100 percent take in Rehaunted?+
Quick Tips
Be thorough on your first run rather than optimising later. Evidence-based unlocks reward registered findings, and completing the game without logging them leaves you replaying a two to three hour story just to redo work you had already done. A single careful sweep is faster than a clean-up run. Budget the time once rather than twice.
Treat radio check-ins as mandatory content for completion. The dialogue choices made there feed both the behaviour unlocks and the framing of the case, and skipping one gives no warning that anything was lost. Unlike a room, a conversation you ignore does not wait for you to come back to it.
Expect a second run rather than fighting it. Ending unlocks are tied to different conclusions, so a fast targeted second pass is usually quicker and more reliable than trying to reload your way to a different result. The game is short enough that this is an evening, not a project.
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