I've been thinking about the design lessons I've learned from Beyond the Chiron Gate now that it's been out for a few years, and I thought I'd do a little post about one topic: achievements.
I'm personally not a completionist or achievement-oriented gamer. Seeing an achievement pop up is kind of fun, but I never change the way I play a game just for the sake of getting one, and I've never gone out of my way to get all the achievements in a particular game.
Nevertheless I decided to add achievements to Beyond the Chiron Gate because, why not? They're not much work to add, lots of players like them, and those that don't can easily ignore them.
The achievement system in most versions of the game is just built into the game and the data never leaves your device, but when I made the Steam version of the game in 2024 I plugged them into Steam's achievement system, which means I can see how many players globally have gotten each one. (And so can you, just click on the achievements on the game's store page.)
I think overall there's a good mix of achievements that you'll naturally get in the course of playing the game a few times, and ones you have to deliberately try for. But in hindsight, there are a few achievements I now think are too difficult or luck-based.

- “Jaws of Death” has too complicated a requirement: you have to get a particular event, then fail the first skill check (so the monster drags the explorer into the cave) but succeed on the second one (another explorer runs in and rescues them). I've seen people on Reddit who've got the event, succeeded the first skill check, and wondered why the achievement didn't unlock, so to them I apologise.
- “Everybody Lives” (win the game without any explorers dying) sounded like a good idea for a hard achievement, but in practice it's too luck-based, since even with optimal play you're likely to fail skill checks some of the time. Well done to the 1.7% of Steam players who've been persistent and lucky enough to get it.
- “Through the Wringer” and “Crew Expendable” were meant to be achievements for narrowly escaping loss, but in practice you're likely to either have your ship destroyed or fully explore a system before you meet their requirements, so they ended up being achievements you have to deliberately farm.
(“No Detours” also has a low unlock rate but I still think it's a good achievement as it involves playing the game in a particular self-imposed-challenge way, rather than getting lucky with skill checks.)
The game has been out for a while now and I'm not going to update it to modify the achievements. However, I will say...
As creator of the game, I hereby decree that you may consider yourself to have 100% completion if you have all the achievements except for “Jaws of Death”, “Everybody Lives”, “Through the Wringer”, and “Crew Expendable”.
I'm planning to add achievements to my next game, Foolish Earth Creatures, but I'm not anticipating these kinds of problems as the game won't have any randomness, so for each achievement there will be a particular set of choices you can make that will definitely unlock it. (I might add secret achievements this time, though...)
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Also:
- I assume that if you've finished reading this post you already own Beyond the Chiron Gate, but if you want to get some other games and support a good cause, you still have two days to get the “No ICE in Minnesota” charity bundle on itch.io.
- The Dan Dare graphic novel Kickstarter is live! If you like my games then I think there's a good chance you'll like this, so maybe check it out.