The current Steam list for INDUSTRIA 2 contains 28 achievements, not 30. Fourteen are story markers, two are ending choices, and two more are tutorial-path pickups or crafting actions. That leaves ten deliberate checks to protect across Chapters 1 and 2.
List audit (July 19, 2026): the official May 21 update removed Hoarder and Bookworm because they were unreliable and frustrating to trigger. The Steam global page now shows 28, and a July 7 completion-guide update matches that total. Do not use an older 30-item checklist.

Protect these ten checks and let the story handle the rest
- Chapter 1: Unforeseen Consequences, Wallhack, Shotgun, Rifle, Promises, and It’s a Trap!
- Chapter 2: Nobody Blames You, Cold Habitat, SMG, and Revolver.
An Old Friend and Be Creative sit on the tutorial route, while Stay and Leave are handled by the final autosave. Chapters can be replayed after they are unlocked, but the most efficient run claims each deliberate condition before leaving its local route.
Use the first bottle on an enemy before taking the axe
Unforeseen Consequences requires a bottle to hit an enemy, not merely distract one. In the opening stealth rooms of A Glimmer of Hope, keep one bottle for a direct throw. Make the hit while a gap or door remains available, then crouch away instead of turning the attempt into an unnecessary axe fight.
An Old Friend unlocks when Nora takes the axe after the early save room. Be Creative follows when any item is crafted; the ammunition Marlene asks Nora to assemble at the first factory mechanism is the natural trigger. Confirm both popups before moving into the modulator loop.
The Cannery backtrack contains Wallhack and Shotgun
After the first Petrichor Modulator gate, the route eventually supplies bolt cutters and returns Nora to the Cannery hub. Take two detours before reinstalling the modulator:
- Go upstairs in the Cannery’s west wing and fire at the board sealing the barricaded room. Collect the Motion Sensor and equip it for Wallhack.
- Return toward the entrance corridor and cut the chain on the door passed earlier. Pick up the shotgun inside for Shotgun.
Simply carrying the Motion Sensor is not the recorded condition; equip or use it and wait for the achievement. The shotgun room can be revisited while the Cannery is still open, but collecting it during the bolt-cutter return avoids a separate chapter replay.

The Communications Room sets up Rifle, Promises, and It’s a Trap!
After the large caged machine separates Nora from Marlene, take the Motion Sensor route through the Turbine Hall and continue until the Communications Key appears in the far combat room. Bring it back to the locked Communications Room and collect the bolt-action rifle for Rifle.
Use the radio before leaving. During the conversation with Brent, select I looked after your family’s grave. This is the condition recorded for Promises. If the line does not appear, finish the preceding dialogue rather than skipping the exchange.
It’s a Trap! requires a Trip Mine to kill an enemy. Mines and their recipe become available after the Communications Room and can also be obtained through an Upgrade Station. Place one on a forced approach rather than throwing it into an active fight. A narrow Papermill corridor with one visible Hollow is safer than an arena where another enemy can detonate it first.
Chapter 1’s five story markers form the first audit
These are route checks, not extra tasks:
- Stranded Together – reach Langebbe’s survivor encounter.
- A New Dawn – set out from Marlene’s hideout.
- Coal Delivery – get clear of the first Brute sequence.
- A Familiar Voice – recover the frequency record below the Turbine Hall.
- Back Together – reconnect with Marlene on the Papermill exit route.
If one is missing, do not start a general collectible sweep. Compare the absent name with these five progress gates and replay only the associated subchapter.
Stop for two Chapter 2 conversations before chasing weapons
Nobody Blames You is tied to Marlene’s conversation immediately after the ramp into the Atlas Wall. Choose Does anybody back home remember me? and allow the response to complete. The official May 5 update specifically fixed this achievement, so update the game before retrying it on an older installation.
Cold Habitat comes shortly after the wall’s floor-panel puzzle. Before pushing deeper along the main route, enter Nordman’s hideout on the left. The location discovery is the trigger; there is no supported reason to turn it into a notes or currency hunt.
SMG and Revolver sit on opposite sides of a one-way descent
During the Home Stretch portion of Chapter 2, pass the first tape recorder and enter the room on the left for SMG. Later, while moving through the Subway Tunnels toward the ATLAS Cable, stop at the Control Room before dropping to the track bed. Take the revolver there for Revolver. The ledge cannot be climbed from below, which makes this the most important weapon-room check in the run.
Chapter 2 also supplies three automatic markers:
- Quite The View for entering Vevelstad.
- A Brutal Victory for defeating the Brute.
- Almost Home for arriving at the FKE Outpost.
Chapter 3 is a six-marker ledger, not a collectible sweep
There are no additional weapon-room or dialogue achievements in the supported current list. Follow the main route and use these names to see where progress stopped:
- Back To It – continue the journey on foot.
- Descending – enter the mines.
- An Arm’s Length – reach the Core discovery scene.
- What am I then, Nora – learn what happened to Walter.
- Concentricity – make it through the Core’s outer rings.
- Coup de Grâce – finish Walter’s encounter.

Reload the last autosave for Stay and Leave
After Walter falls, the two ending achievements map directly to the choice:
- Stay – destroy ATLAS.
- Leave – spare ATLAS.
Complete either decision, then load the final autosave and take the other. Both achievements can be earned in one playthrough this way. Keep a manual save or external backup before the decision if the autosave slot is not visible in the current client.
Do not chase Hoarder or Bookworm
Old launch guides may still include achievements for collecting notes or holding currency. The official May 21 patch removed Hoarder and Bookworm because their conditions were frustrating and sometimes failed. Their removal explains why older resources show 30 while the current Steam page shows 28. Do not search for coins, notes, or an allegedly unreachable pickup to fill the current list.
If the final count is short, first update the client, then compare the missing name against the ten deliberate actions, two tutorial-path conditions, fourteen story markers, and two endings above. Chapter Select supports local cleanup once a chapter is unlocked. For a save that predates one of the official elevator or item-loss fixes, load a checkpoint from before the affected mechanism or start that chapter fresh; a patch cannot always rebuild an already corrupted inventory state.
Confirm the current 28-achievement list
Compare your list with Steam’s product page, which provides AppID 2154070 and the live achievement list. The Bleakmill studio page confirms the developer and 2026 game identity. The chapter windows were checked against a July 7 completion reference, and the three official images retain their original 1920 by 1080 dimensions. If the total changes, use the current names before deciding which chapter needs cleanup.