Achievements
All 21 SQUIRT GAME Steam achievements with the conditions the official descriptions actually state, grouped by story scenes, challenge wins, score, collectibles and endings.
Introduction
SQUIRT GAME ships with 21 Steam achievements and no hidden ones, which makes the list unusually readable as documentation. Several entries name a specific day and contestant scene, five map one-to-one onto the challenge ladder, two define the collectible milestones and three describe endings. This wiki treats the achievement list as the primary source for the game's structure, because it is the most detailed material Lewd Star has published. Where an achievement's condition is explicit, it is quoted in substance; where the public record does not pin a trigger, the entry says so instead of inventing a requirement. The page is organised by what an achievement asks you to do, so you can plan a run around story scenes, challenge wins, the point counter, collection or an ending, rather than hunting the list in the order Steam happens to display it.
Achievement Groups
| Achievement | Group | Condition | When it fires |
|---|---|---|---|
| Read the Fine Print | Story | Refuse to sign the contract on Day 1 | During Day 1 |
| Margin Call | Story | Spend time with Ronnie at the end of Day 2 | Close of Day 2 |
| A Beautiful Mind | Story | Spend the evening with Alicia on Day 3 | Close of Day 3 |
| Imagine Me and You | Story | Donna and Cassie's shared scene at the end of Day 4 | Close of Day 4 |
| Incognito | Story | Spend time with Jane at the start of the Final Day | Opening of Final Day |
| No Rush | Challenge | Win the first challenge | Challenge 1 |
| Shot In the Dark | Challenge | Win the final challenge without using a hint | Final challenge |
| Hodler | Score | Accumulate 15,000 points before Day 5 begins | Before Day 5 |
Achievement Detail
Read the Fine Print
Day 1, contract decision
Margin Call
Day 2, Ronnie
A Beautiful Mind
Day 3, Alicia
Imagine Me and You
Day 4, Donna and Cassie
Incognito
Final Day, Jane
Hodler
15,000 points before Day 5
Shot In the Dark
Final challenge, no hints
Ruthless People
Become the show's co-host
Core Mechanics
The 21 achievements fall into five practical groups. Story achievements are bound to a single day and a single contestant scene, and each one is unforgiving in the same way: miss the scene and the achievement waits for the next run. Challenge achievements map one-to-one onto the ladder, with No Rush, Step by Step, Dream Team and Playing For Keeps for the four ranked wins, Shot In the Dark for the hint-free final win and You Nailed It for any first-attempt clear. Score and collection achievements are cumulative: Hodler wants 15,000 points banked before Day 5, Enthusiast wants half the collectibles and Collector wants all of them. Relationship and completion goals sit above the rest: Loverboy for maxed relationships, Playing the Field for every challenge with every contestant, and the completion achievement for unlocking the other twenty. Ending achievements are confirmed for three outcomes: Ruthless People for becoming co-host, A Good Old Fashioned for a rebellious performance and Sideways for defeat.
Advantages
The list is a map. Because most entries name their trigger explicitly, you can plan a run without external reference material, and you can audit a failed run by asking which named condition was not met. There are no hidden achievements, so nothing is missable in the sense of being undiscoverable; everything you need to know is on the page. The groups also make priority obvious. Story achievements are the most time-sensitive because they are date-locked, while score, collection and relationship goals can be advanced at any pace. And because the completion achievement exists and is explicit, the completion target is unambiguous: all twenty others, nothing more.
Challenges
One entry resists this structure. Rebel Without a Cause appears among the 21 names, but the condition is not pinned by the material this wiki has verified, so it is listed here without a claim about its trigger. Several achievements use thresholds without scales: relationships can be maxed but no meter is published, collectibles have percentages but no total, and points have a target but no earn rate. That combination makes mid-run verification impossible for the biggest goals, so a completion run is a matter of trusting the plan rather than watching a counter. Finally, date-locked story achievements mean a single missed evening can cost an entire run's completion, which is the harshest failure mode in the list.
Frequently Asked Questions
How many achievements does SQUIRT GAME have?+
Which achievements are missable?+
What is the hardest achievement to plan for?+
Quick Tips
Sort the list into date-locked and cumulative before you start. Story achievements expire with their day while score, collection and relationship goals do not, so the calendar should drive the run and everything else should fill the gaps between scenes. Getting that order wrong is the most common way a completion run stalls.
Do not chase Rebel Without a Cause on guesswork. Its trigger is not pinned in the material this wiki has verified, so treat it as an unknown to discover rather than a condition to satisfy, and do not restructure a run around a rumour. Everything else on the list is documented and can be planned properly.
Read Hodler as a deadline rather than a target. The 15,000 points must be banked before Day 5 begins, which means the check happens at a day boundary rather than at the end of the game. Points earned after that boundary do not help, so the first four days are the entire window.
Use the completion achievement as your checklist. Because it unlocks only when the other twenty are done, the list audits itself and you never have to guess whether something obscure was missed. If one entry is still outstanding, that entry, and nothing else, is what the next run should be built around.
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