Out now on Steam · $17.99 launch price (−10%, 14 days) · Checked 6 Nov 2026
Psycho-Sleuth

All 12 achievements, with unlock rates

Quick answer

Twelve achievements, all hidden on Steam. The most common is at 61.7% of players and three sit at 0.0%. Steam exposes only internal IDs, so the public names and the unlock rates cannot be paired one-to-one.

Two characters sit at a table in a dim room, a dialogue box reading The teddy bear she has kept since childhood — official Steam screenshot

Twelve achievements, all hidden, and a set of global unlock rates that is more interesting than the achievements themselves. Steam publishes the percentages; it does not publish which percentage belongs to which achievement, because the API only exposes internal IDs (achievement_1 through achievement_13, with one number missing). Anyone who shows you a neat table pairing names to percentages is guessing.

So this page does two things separately: it gives you the rates exactly as Steam reports them, and it lists the names exactly as the store displays them. No invented pairing.

The rates, as published

Pulled from Steam's global achievement percentages on 6 November 2026, sorted by how many players have them:

Internal IDGlobal unlockBand
achievement_161.7%Almost everyone
achievement_236.1%Most players
achievement_1313.3%A minority
achievement_310.3%Committed players
achievement_43.9%Dedicated
achievement_103.4%Dedicated
achievement_52.0%Rare
achievement_121.3%Very rare
achievement_110.7%Under one percent
achievement_80.0%Unearned so far
achievement_70.0%Unearned so far
achievement_60.0%Unearned so far

Three achievements at 0.0% two days after launch is not a bug in the data — at the time of the snapshot, no tracked player had triggered them. On a game with a few thousand owners, 0.0% can mean "under 0.05%" rather than "impossible".

What the curve tells you

The distribution is a clean difficulty staircase, and it is worth reading as one:

BandRateWhat it implies
Opening61.7%Something you get by starting — reaching a first scene, a first trial
Early36.1%Finishing the opening case, or a first successful debate
Middle13.3%Roughly one in eight players got this far
Mid-late10.3%About the same tier as above
Optional3.9% and 3.4%Either a hard puzzle or an optional route
Deep2.0% and 1.3%Late-game or a specific choice
Edge0.7%A single obscure action
Unclaimed0.0%Three nobody has hit yet

The drop from 61.7% to 36.1% is the steepest step on the curve, and it behaves like a chapter gate: most people who launch the game clear the first hurdle, and roughly two-thirds clear the second.

That is a reading of the shape, not a claim about which achievement is which. Steam does not tell us, and the game's achievement page only reveals conditions once unlocked.

The names on the store page

Steam displays ten achievement names on the store, all marked hidden. They are shown here as a set, without percentages:

Achievement nameWhat the name points at
I Am the CulpritA confession — or a role reversal
Limb SeveranceAlien limb syndrome, the disorder the store page raises as a question
Face ErasureProsopagnosia, the face-blindness disorder
Total RecallA memory feat, or hyperthymesia
Understand All ThingsA completionist or mastery marker
God of DeductionA high-skill deduction reward
Great DetectiveA case-solved marker
Armchair DetectivePossibly a low-effort or passive-route marker
The Paradox EnduresAn ending or a late-story condition
The Death of EirysTied to a named character, and the one title that reads as a story beat

Two of these names — I Am the Culprit and Armchair Detective — suggest achievements that reward doing the wrong thing on purpose, which is a common pattern in mystery games and usually the last two a completionist picks up.

Eight achievements, twelve names

The store displays ten names for twelve achievements, and Steam's percentage API lists twelve internal IDs (one through thirteen, minus twelve — there is no achievement_9). That is a data mismatch in the game's own backend, not something a guide can resolve by guessing.

Practical consequence: if you are chasing 100%, do not build a checklist from the store's name list and expect it to close. Two achievements have no public name, and their conditions only appear in-game once unlocked.

How to approach a 100% run

A few things that follow from the numbers rather than from speculation:

Do not chase 0.0% on your first run. Three achievements have never been seen by the tracked population. Whatever triggers them, it is not part of the main path, and hunting blind during a first playthrough will cost you the story.

Plan a second run for the 2% and 1.3% entries. Rates that low on a story game usually mean a specific choice, a specific defeat, or a specific optional scene — all things you cannot do and also not do in one pass.

Take the "wrong" answer at least once. The two names that read as deliberate failures (I Am the Culprit, Armchair Detective) are the classic shape of an achievement that requires you to lose an argument on purpose. Save before a trial, lose it, then reload.

Check your achievement panel after each chapter. Hidden achievements reveal their name and condition once unlocked, so the panel is the only authoritative list of what you have and what a condition was.

Where this connects

If you are stuck because a debate is unwinnable rather than because an achievement is obscure, Debate Mode explains how clues are matched to statements, and Known issues covers the Chapter 1 softlock that players have reported in the first week.

For the structure the achievements sit on top of, chapters and story structure lays out the five-chapter loop without touching the plot.

Percentages are Steam's global achievement statistics as exposed by the official ISteamUserStats endpoint on 6 November 2026. Achievement names are as displayed on the Steam store page. No pairing between the two lists is published, and none is invented here.