Resonance’s 36 Steam achievements do not require a high-difficulty clear or a second story playthrough, but they do reward early bookkeeping. The story records arrive automatically; the losses come from finishing the game with an untested Blade, an incomplete Charm family, too few environmental kills, or a late combat setup that no longer appears naturally. Start four small ledgers in Chapter 2 and Chapter Select becomes cleanup rather than archaeology.
This roadmap uses the launch achievement list checked on August 28, 2026. Steam has 36 achievements. PlayStation adds The Sea Scorpion platinum after the other trophies, bringing that platform’s displayed total to 37. Chapter Select remains available and collectible progress persists, so nothing here requires a missable restart.

Divide the list into four proof types
| Proof type | Achievements | What to record |
|---|---|---|
| Story | 14 | Chapter completion records through A new beginning |
| Collections and progression | 5 | 37 Relics, 8 Blades, 30 Charms, 5 Echoes, 6 mastery branches |
| Combat and light counters | 13 | Weapon, enemy, action, and running total |
| Scene or creature actions | 4 | Turtle, puppet show, close escapes, trail breaks |
Do not use the global unlock percentage as a route. Launch-week rarity reflects how far players had progressed one day after release, not permanent difficulty. The in-client achievement state and the relevant inventory or chapter readback are the only useful checks.
Lock two quick scene records into Chapters 2 and 3
Theater enthusiast – stop at the carnival puppet show
In Chapter 2, enter the main festival square while Sophia and Leni are disguised. The puppet stage is in the rear-left area beyond the fire performers and market stalls. Stand with the children and watch the show through its ending. Do not leave when an animation appears to repeat; wait for the achievement. Chapter Select can recover it, but this first visit has no combat pressure.
Sea you later! – greet the turtle before climbing inland
At the beginning of Chapter 3, turn left on the beach and follow the shoreline. Interact with or look at the turtle when the prompt appears. The main route heads the opposite direction toward the wreck and caves, making the animal easy to leave behind.
These are the only two location-specific scene jokes on the public list. The remaining optional actions can be planned around combat, creature routes, and collections.
Make Chapters 2-5 pay for the long combat counters
Begin the cumulative achievements as soon as the mechanics appear. Exact counters are not always visible, so log a rough total by encounter and stop forcing a method after its achievement unlocks.
No holds barred – stun 20 enemies with throwables
Pick up bottles during ordinary soldier encounters and throw them at enemies until their stagger state triggers. A hit is not automatically a stun. Use grouped enemies when safe, but count stunned targets rather than bottles spent. The Fated Cast skill can make a throwable available more consistently; it is helpful, not a requirement stated by the achievement.
Overboard – kick 20 enemies to a fatal drop
Rooftops, broken walkways, bridge edges, pits, and trial platforms provide clean opportunities. Position Sophia so the enemy has open space behind them, stagger or expose them, then kick. The fall must kill; pushing a soldier down a short step does not qualify. Record the location only when the enemy disappears or dies from the drop.
Sharp enough for you? – finish 25 enemies with critical strikes
Use normal attacks to reduce health without killing, then hold the attack input for the critical finisher. Large early groups are useful because their health is predictable. Do not count critical strikes that merely damage a full-health heavy enemy; the requirement is a kill.
Untouchable – parry six consecutive attacks
Isolate one basic soldier with a readable normal attack. Parry, reset spacing, and repeat without dodging into another enemy’s hit. Unblockable attacks cannot be parried and should not be part of the attempt. If the opponent mixes red attacks into the pattern, find a simpler encounter rather than risking a five-parry chain.
Returning the favor – kill an Archer with a throwing knife
Use an encounter containing an archer and ground knife. Pick up the knife, face the archer until the targeting state is clear, and throw it for the kill. A bottle, ordinary sword kill, or knife used on a melee soldier does not satisfy the cross-role condition.
Use enemy roles to stage four controlled combat proofs
Cannon fodder – let a raging Brute kill one soldier
Choose a mixed encounter with one Brute and at least one regular soldier. Weaken the regular soldier to roughly one health segment, keep that target between Sophia and the Brute, then bait the Brute’s unblockable swing. Dodge away so the attack hits the weakened soldier. If Sophia lands the final damage or the Brute hits a healthy target, reset the setup.
Inherited brutality – kill four enemies with one Focus attack
After Focus is unlocked, preserve a full gauge for a group of at least four basic enemies. Damage each until one more strong hit should kill, pull them into the same area, and trigger Focus. The achievement asks for simultaneous deaths, so a chain that finishes the fourth target after the others have already resolved may fail. Use throwables or kicks to control spacing without accidentally killing.
Skilled maneuverer – stun three enemies with Echo’s Return
Unlock Echo’s Return, then enter a group fight with open floor. Let one enemy begin a yellow attack and dodge at the skill’s trigger timing so that enemy is thrown into the group. The collision must stun three enemies at once. Starting against four or more targets gives room for one enemy to miss the cluster.
Excessive force – answer a Corrupted grab with Focus
Corrupted soldiers appear late. Enter their encounter with a full Focus gauge, allow one to close and grab Sophia, then use Focus instead of completing the ordinary break-free input. The grab state and full gauge must overlap; spending Focus just before the grab turns the attempt into a normal escape.
Treat every new Blade as an unfinished transaction
Plunderer requires the eight base-game Blades from Hero’s Graves. The Heritage Pack can show an additional DLC weapon, but it does not replace one of the eight required graves. For each Blade, write down three states:
- Grave opened and weapon added to inventory.
- Weapon equipped.
- At least one enemy killed while that Blade is active.
The third state also feeds Adaptable, which requires one kill with each Blade. A weapon appearing in the collection is not proof that its kill was logged. Use an ordinary soldier, wait for the death, and then change weapons. If Plunderer unlocks but Adaptable does not, the missing state is a kill, not a grave.
Separate five collection totals instead of calling them 100 percent
- Hoarder: collect all 37 Relics of the Present and the Past.
- Plunderer: recover all 8 base Blades from Hero’s Graves.
- Superstitious: collect all 30 Charms.
- In the name of my kin: find all 5 Theseus’s Echoes, each associated with a Pierced Coin.
- Like a warrior: unlock a mastery branch for each of the 6 base skills.
These goals use different readbacks. Relics are lore objects, Blades come from skull-marked graves, most Charms are in chests, Echoes are axe-marked offering interactions, and mastery branches spend Resonance Points. Finishing one menu page does not certify another.
For Like a warrior, first unlock all six base skill lines and collect enough Resonance Points to enter one mastery branch on each. Spending deeply in a favorite line before the other five branches are open can delay the achievement even if the total points collected would have been sufficient.
Turn Chapters 6-13 into the creature counter route
Close call – escape at the last moment five times
Use a checkpoint with a repeatable creature pursuit and a nearby light source. Let the creature approach, then reach light or break the attack just before contact. Because the condition is timing-sensitive, do not assume every ordinary escape counts. Repeat only after the encounter clearly resets, and stop when the achievement appears rather than risking story progress for invisible extra attempts.
Unpredictable – break its trail across a gap 25 times
During active pursuits, jumping a gap can interrupt the creature’s path. Use a section with a quick loop or checkpoint and verify that the pursuit behavior actually breaks after the jump. Ordinary traversal outside a chase does not count. This is a cumulative action, so start in Chapter 6 and continue through later labyrinth sequences instead of grinding the first possible gap immediately.
Refraction – burn the creature ten times with Light Concentrate
Light Concentrate is acquired in Chapter 10. During later creature encounters, stand in a working light source, aim the concentrated beam at the creature, and wait for its burn or retreat response. A beam fired from darkness has no useful charge, and burning petrified growth does not count toward this creature-specific record.
Baitfish – lure 20 Petrified at the same time
Find a late area containing a large dormant group. Move quickly enough to activate them, then keep the group following without allowing Sophia to be grabbed. The requirement is simultaneous pursuit, not twenty lifetime activations. Plan an escape route to light before waking the first body; a narrow dead end makes the count impossible to preserve.
Let light cleanup work on They were people
They were people asks for 100 Petrified bodies destroyed with light. Direct light sources, reflected beams, and Light Concentrate can all contribute. Whenever a puzzle room contains unused light and additional bodies or growth-covered figures, clear the safe side paths before leaving. The visible dissolve is the transaction. Stunning a reanimated puppet with the sword or walking past a dormant body is not.
Do not combine this with Baitfish in the wrong order. Baitfish needs a live group following simultaneously; destroying bodies first reduces the available group. Earn the lure condition, reach safety, then use light for the destruction counter.
Use story records to catch a failed chapter transition
The story set contains thirteen named chapter records plus the all-chapters achievement:
- Blood ties
- Felons
- Those before us
- From hell it rose
- Desolation it wrought
- What Lies Beneath
- Death it sowed
- Resonance
- Night has come
- Parallel paths
- Patera
- Fading Light
- As One
- A new beginning – complete all fourteen chapters
Chapter 14, What Remains, does not have a separate public achievement name in the 36-item list. Its completion is represented by A new beginning after Sophia reaches the final beach. If As One is unlocked but A new beginning is not, continue moving through the playable credits sequence rather than replaying Chapter 13.
Run a four-pass cleanup after the ending
Pass 1 – inventory
Check 37 Relics, 8 base Blades, 30 Charms, and 5 Echoes separately. Use Chapter Select for the missing chapter, wait for the pickup panel, then confirm the count before leaving. The 30-Charm chapter route turns each family gap into a bounded chest or altar search.
Pass 2 – weapon and skill proof
Equip every Blade and kill one ordinary enemy. Then inspect the six skill trees and confirm that each has a mastery branch open. This pass separates Adaptable from Plunderer and Like a warrior from simple base-skill ownership.
Pass 3 – visible combat counters
Choose replay encounters for throwables, ledge kicks, critical kills, parries, the Brute friendly-fire setup, the four-enemy Focus kill, Echo’s Return, and the Corrupted grab. Work on one condition at a time so the failure signal remains readable.
Pass 4 – creature and light actions
Use later chapters for Close call, Unpredictable, Refraction, Baitfish, and any remaining Petrified destruction. Keep a checkpoint before the setup, and stop replaying as soon as the target achievement appears.
Audit all 36 before calling the save complete
- 14 story: Blood ties; Felons; Those before us; From hell it rose; Desolation it wrought; What Lies Beneath; Death it sowed; Resonance; Night has come; Parallel paths; Patera; Fading Light; As One; A new beginning.
- 5 progress: Hoarder; Plunderer; Superstitious; Like a warrior; In the name of my kin.
- 13 combat/light: Returning the favor; Cannon fodder; Inherited brutality; Untouchable; Excessive force; Adaptable; No holds barred; Overboard; They were people; Sharp enough for you?; Skilled maneuverer; Refraction; Baitfish.
- 4 scene/creature: Sea you later!; Close call; Unpredictable; Theater enthusiast.
The 14-chapter walkthrough identifies the scene that proves each story transition, but the counters and cleanup above remain independent of that route.
The official Steam achievement page confirms the 36-item Windows list, while the official Steam store confirms achievement and single-player support. Conditions without useful public descriptions on Steam were cross-checked against launch walkthrough references; future balance changes may alter the easiest encounter, but not the launch-week proof categories recorded here.