Anime Shop Simulator Achievements: How Do You Get All 38?
There are 38 achievements, but only a handful need special planning early. This route separates natural shop milestones from the League, collection and Level 80 grinds.
Updated:
Quick Answer
There are 38 achievements. Let the opening shop milestones happen during normal progression, keep doing some manual checkout, cleaning and thief catches while they still occur naturally, and start the card branch early enough that League, Card and Crystal progress can grow together. Save the 1,000 booster/keychain/pin, Level 80, late League and all-expansion goals for the long run.
All 38 Achievements and What They Actually Require
The list looks much worse than the opening hours feel.
Several achievements arrive simply because I am running the store: open the shop, finish the first workday, reach Level 5, serve customers, hire an employee and buy the first expansion. The completion curve only becomes severe once the game shifts toward higher League ranks, large collections and long-term shop progression.
The launch-week unlock rates make that split easy to see. Episode 1: We’re Open! sat at 97.5%, while Beginner’s Luck for the Common League was already down to 23.0%. Bronze reached 4.7%, Shop Level 25 was 1.2%, and many of the late-game collection and progression goals were sitting at 0.1%.
So I do not approach this as 38 independent chores. I divide the list into things that should happen during a healthy shop run and things that are worth deliberately stacking later.
| Achievement | Requirement | Best time to work on it |
|---|---|---|
| Episode 1: We’re Open! | Open the shop | Automatic at the start |
| My Retail Academia | Hire your first employee | When checkout starts taking too much of the day |
| Ending Theme | Complete your first workday | Automatic opening progression |
| E-Rank Shopkeeper | Reach Shop Level 5 | Early progression |
| The Way of the Cashier | Serve 10 customers | Keep some manual checkout early |
| Season 2 Confirmed! | Purchase your first shop expansion | Buy when extra floor space is useful |
| Over 9000… | Earn a total of $10,000 | Natural through normal sales |
| Case Closed! | Find the hidden item | Leave for cleanup if it does not happen naturally |
| Storage Jutsu! | Purchase your first storage expansion | Normal early progression |
| Tournament Arc | Complete your first card battle | Start the card branch early |
| Booster! | Open 10 boosters | Build the first usable card pool |
| Cashier Senpai | Serve 100 customers | Progress before fully abandoning manual checkout |
| Beginner’s Luck | Complete the Common League | First League milestone |
| Card Collector Arc | Collect 100 unique cards | Let normal booster openings feed it |
| Courier-kun, Welcome! | Serve 5 couriers | Handle couriers whenever they appear |
| Not a Rookie Anymore | Complete the Bronze League | Continue after Common |
| Attack on Thieves | Catch 5 thieves | Accumulate during normal shop days |
| C-Rank Shopkeeper | Reach Shop Level 25 | Mid-game progression |
| Main Character Energy | Complete the Silver League | Mid-game card progression |
| Keychain Rush | Open 10 keychains | Once keychains are available |
| Keychain Collector Arc | Collect 50 unique keychains | Build alongside Crystal spending |
| Catch Me If You Can | Complete the Gold League | Late card progression |
| A-Rank Shopkeeper | Reach Shop Level 50 | Long-term shop progression |
| Cleanup Episode | Throw 50 pieces of trash into a trash bin | Let it accumulate from the opening hours |
| I am the Champion | Complete the Diamond League | Endgame card progression |
| Just One More Boost… | Open 1,000 boosters | Endgame grind |
| Keychain × Keychain | Open 1,000 keychains | Endgame grind |
| Moon Crystal Power! | Earn a total of 1,000 Crystals | Stack with tournament and League progress |
| No Keychain No Life | Collect 160 unique keychains | Late collection |
| Pin Collector Arc | Collect 50 unique pins | Collection phase |
| Pin Piece | Open 1,000 pins | Endgame grind |
| Pin no Ko | Open 50 pins | Natural step before the 1,000-pin target |
| Road to the Finals | Complete the Platinum League | Late card progression |
| S-Rank Shopkeeper | Reach Shop Level 80 | Endgame shop progression |
| Shelf Guardian | Correctly verify a customer’s age | Complete on the first clear restricted sale |
| The Legend of Cardmaster | Collect 500 unique cards | Long-term card collection |
| The Pin Vault | Collect 160 unique pins | Late collection |
| Ultimate Store Form | Purchase all shop expansions | Finish during the late shop-level push |
The Early List Works Better If I Barely Think About It
The first mistake I would avoid on a completion save is reorganizing the opening shop around achievements.
Most of the early list already overlaps with useful progression. Opening the store gives Episode 1: We’re Open!, finishing the day gives Ending Theme, reaching Level 5 gives E-Rank Shopkeeper, and ordinary checkout starts both cashier counters without requiring a special grind.
The one thing I keep in mind is manual checkout.
The Way of the Cashier asks for 10 customers and Cashier Senpai eventually asks for 100. Since employees can take the register away from me later, I keep processing customers myself while the shop is still manageable rather than discovering near the end that I automated checkout too early.
Hiring the first worker still fits naturally into the same phase. Once the queue begins interfering with stock work, My Retail Academia arrives as part of a purchase I already wanted to make.
The expansion achievements follow the same logic. I buy the first shop and Storage expansions when the business can use the capacity, rather than spending early cash simply to trigger a badge. The actual unlock order and buying decisions are covered in the progression guide.
Start the Card Track Early Enough That Its Grinds Can Overlap
Card achievements become expensive in time if I leave the entire branch until everything else is finished.
The opening objectives are small: complete the first battle for Tournament Arc, open 10 boosters for Booster!, and start building toward the Common League and 100 unique cards.
Later, those goals become much larger:
Common → Bronze → Silver → Gold → Platinum → Diamond
while the collection side grows toward 500 unique cards, 1,000 boosters opened and 1,000 total Crystals earned.
Those counters work much better together than one at a time. Tournament progress produces Crystal income, booster openings improve the collection, and a larger card pool gives me more options when I return to stronger League opponents.
I therefore open the card branch early, make enough progress that the system is established, then let normal shop growth feed the next return instead of trying to finish the entire ladder with the first usable deck.
The actual nine-card deck, Power rules, abilities and early tournament route are covered in the Card Battle guide. For a completion run, the important decision is timing: start early, but do not force the whole League ladder before the collection has grown.
Do the Small Background Counters While the Shop Still Produces Them
Several achievements are easy only because normal business keeps creating opportunities.
Attack on Thieves needs five thief catches.
Courier-kun, Welcome! needs five couriers served.
Cleanup Episode needs 50 pieces of trash thrown into a bin.
The cashier achievements need manual customers.
None of those requirements is mechanically difficult. They become tedious if I ignore them for dozens of hours and then have to wait for the right event to happen again.
Thieves are a good example. I do not patrol the shop trying to force an encounter. Once they begin appearing, I simply react when I spot somebody taking stock and heading out.
The practical problem is attention. If I am trapped behind the register while another part of the shop is going wrong, it is easy to miss the event. An employee or a co-op partner can make these background counters easier simply because somebody else is keeping the main sales loop alive.
Fifty Pieces of Trash Is Much Better as a Passive Grind
Cleanup Episode asks for 50 pieces of trash thrown into a trash bin.
The game introduces the problem early. Customers leave rubbish behind, cleanliness drops, and the mess can start affecting movement around the shop. That already gives me a practical reason to clean before I think about the achievement counter.
I pick rubbish up whenever it is convenient during the day instead of letting it become a dedicated late-game task.
That turns a 50-action grind into something I barely notice. Reaching the end with only a handful of pieces disposed would be much worse, because then the limiting factor is not effort—it is waiting for customers to make another mess.
Shelf Guardian Is Worth Clearing on the First Obvious ID Check
Shelf Guardian requires one correctly verified customer.
Once restricted products enter the store, checkout can ask me to inspect an ID. In one of my runs, a customer showed 2008, which was too young for the restricted purchase at that point, so I cancelled that item rather than approving the sale.
I treat the first clear age check as an achievement opportunity and then stop thinking about it.
The year by itself should not become a permanent shortcut. When a customer is close to the threshold, I read the displayed date and make the decision from the actual ID rather than assuming everyone born in the same year should get the same answer.
There is no need to save this for later. One correct verification removes it from the completion list immediately.
Case Closed Is the One Early Achievement I Leave Alone If I Do Not Find It
Case Closed! asks me to find the hidden item.
Its unlock rate was already 36.4%, far above the late League and collection achievements, so it clearly is not in the same category as Level 80 or a 1,000-item grind.
What I do not do is start checking every object in town because I have seen an unverified location claim.
If I find the hidden item naturally, great. If not, Case Closed! stays on the cleanup list while I continue working on objectives with confirmed requirements and useful progression attached to them.
That keeps one uncertain collectible from derailing an otherwise efficient run.
The Long Collection Grind Should Be Treated as Three Overlapping Tracks
The real completion wall is not one achievement. It is several large counters that partially feed each other.
The late list asks for:
- 1,000 boosters opened
- 500 unique cards
- 1,000 Crystals earned
- 1,000 keychains opened
- 160 unique keychains
- 1,000 pins opened
- 160 unique pins
The useful part is that these goals are not isolated.
Every booster opening moves the 1,000-booster count while also giving another chance at unique cards. Keychain openings simultaneously work toward the 1,000-open counter and the 160-unique target. Pins behave the same way.
That means I care more about overlap than about finishing one line as early as possible.
If I still need hundreds of keychains, spending resources purely to finish a smaller unrelated collectible counter first is rarely attractive. I keep pushing the activity that advances both the quantity achievement and its corresponding unique-collection goal.
Crystal income fits alongside the card side of that route. The 1,000-Crystal requirement gives me another reason to keep making League progress while the collection is still incomplete instead of separating “battle grind” and “collection grind” into two completely different sessions.
Shop Level 25 Is Where the Time Curve Becomes Obvious
The shop-rank achievements show how much longer the second half of completion is:
C-Rank Shopkeeper — Level 25
A-Rank Shopkeeper — Level 50
S-Rank Shopkeeper — Level 80
In the early unlock data, Level 25 had already fallen to 1.2%, while Level 50 and Level 80 were both at 0.1%.
I would not try to isolate Shop XP as its own grind while other goals are still unfinished. Those levels are better used as a backbone for the rest of the completion run.
While the shop moves from 25 toward 50 and eventually 80, I can still be:
- opening boosters;
- pushing League ranks;
- earning Crystals;
- filling card, keychain and pin collections;
- catching remaining thieves or couriers;
- buying later expansions.
A normal productive shop day therefore advances the rank achievements while also funding or enabling several other goals.
That is much more efficient than reaching Level 80 first and discovering that the entire collectible side is still waiting afterward.
All Shop Expansions Belong Near the End of the Same Push
Ultimate Store Form requires every shop expansion.
Some expansions are useful long before completion because the store is genuinely crowded. Those purchases happen naturally.
The last few are different. By then, I am no longer buying every area because the current layout desperately needs it; some purchases are simply part of finishing the expansion set.
That makes Ultimate Store Form a natural partner for the higher shop-level achievements. I let the business grow until later areas are financially comfortable, continue buying useful space when it solves a real problem, then finish the remaining expansion requirement during the long Level 50–80 stretch.
The important part is keeping enough working cash that one completion purchase does not leave the actual store unable to stock products or pay normal operating costs. The Money and Pricing guide covers the cash-flow side of that decision.
The Route I Would Use for 100%
I would not clear the achievement list from top to bottom. The cleanest run is built around four overlapping stages.
Opening phase: run the shop normally, complete the easy level and expansion milestones, keep manual checkout moving toward 100 customers, hire the first employee when the queue justifies it, and clean trash whenever it appears.
Card foundation: complete the first battle, open enough boosters to grow the collection, start the early League climb and establish a steady source of Crystal progress without trying to finish every rank immediately.
Mid-game overlap: keep leveling the store while thieves, couriers, age checks, card collection and the next League ranks advance alongside normal business.
Long tail: finish Level 50 and 80, Gold through Diamond, 500 unique cards, the 160-keychain and 160-pin collections, all three 1,000-open counters, 1,000 Crystals and any shop expansions still missing.
The advantage of that route is not that it makes the large numbers small. It prevents the same hour from serving only one achievement.
By the time I reach the true endgame, the counters that could grow naturally are already finished or close to it. What remains is the grind that genuinely cannot be avoided, rather than a pile of small tasks I could have completed while the shop was still growing.