ReStory Achievements Guide: All 50 and My 100% Roadmap
I track all 50 ReStory achievements, fix the easy-to-miss Clean Job and Frugal routes, start long counters early, and leave the 365-day grind for last.
Updated:
Quick Answer
ReStory has 50 Steam achievements. I do not leave the whole list for post-game cleanup. I start 100 email orders, 100 stickers, 25 reprogrammed devices, 50 parts boxes, 1,000 cleaned parts, licenses and assembly competition coverage while I am still progressing. I save deliberate streaks and the 365-day requirement for later. Two easy achievements I would check immediately if they are missing are Clean Job and Origami.
ReStory’s achievement list is deceptive.
The first unlocks arrive quickly.
I repair a device.
I pay bills.
I buy a license.
I get reviews.
Then the requirements start stretching the same systems much further.
A single sticker eventually becomes 100.
One email order eventually becomes 100 completed orders.
One cleaned part becomes 1,000 cleaned parts.
One reprogram becomes 25.
And normal calendar progression eventually becomes:
365 days
That is why my 100% plan is not:
finish the story first and worry about achievements later.
I let the long counters move while I am already earning money, repairing devices and unlocking the rest of the game.
All 50 ReStory Achievements
| Achievement | Requirement | When I Handle It |
|---|---|---|
| All bills paid! | Pay 2 bills | Natural early progression |
| First fix! | Repair a device for the first time | Natural |
| How did I do this? | Repair a part using a soldering iron | Natural after soldering unlocks |
| Master of the Internet | Accept an email order for the first time | Natural |
| First reviews! | Get 5 reviews | Natural |
| Twist and turn | Buy a Professional Screwdriver | Buy when the speed upgrade is useful |
| Official Partner | Buy any license | Natural progression |
| Clean Job | Clean the workshop | Do immediately if still missing |
| Origami | Help a child out for free | Story choice; do not miss it |
| Flipper | Buy 5 Marketplace devices | Start naturally |
| Big cleaning! | Clean 100 parts | Passive counter |
| Lootbox | Buy a box of parts | Natural once boxes become useful |
| WWW | Complete 25 email orders | Start early |
| Getting popular! | Get 25 reviews | Natural progression |
| Golden Partner | Acquire 5 licenses | Natural progression |
| Business Shark | Earn more than ¥100,000 in one day | Mid/late-game money cleanup |
| Cozy! | Buy something that makes the workshop more cozy | Any convenient decoration purchase |
| Making money! | Sell 5 devices | Start while using Marketplace flips |
| Frugal | Do not buy new parts for 10 days in a row | Deliberate streak |
| Custom orders available! | Paint a device for a client order | Complete when a painting order appears |
| Hands Free | Buy an Automatic Ultrasonic Bath | Buy when the upgrade fits the budget |
| Garage sale! | Buy 25 Marketplace devices | Long Marketplace counter |
| Shredder | Buy a shredder for broken parts | Buy when affordable |
| A Place Of Zen | Accumulate more than 100 Zen points | Let normal play build it |
| Millionaire! | Earn ¥1,000,000 | Late-game economy |
| Best shop in Akiba! | Get 50 reviews | Natural progression |
| Instant Cool | Apply a sticker to a device | Start immediately once available |
| Promise of Akiba | Win an assembly competition | Competition progression |
| Star of Akiba | Win 3 different device assembly competitions | Competition progression |
| Hacking 101 | Reprogram a device for the first time | Start as soon as reprogramming is available |
| Akiba never sleeps! | Do not end the day for 7 days in a row | Deliberate late-game streak |
| Internet Business | Complete 100 email orders | Long counter; start early |
| Are you serious? This is absurd! | Buy the most expensive license | Late-game purchase |
| Bankrupt | Get an overdue bill warning | Deliberate cleanup |
| Instant Cool-er | Apply 25 stickers | Start early |
| Jack of all trades | Complete one order involving painting, cleaning, repair and hacking | Watch for the correct late-game order |
| 11001 | Reprogram 25 devices | Long counter |
| Akiba Feels Like Home | Play through 365 days | Final cleanup |
| Employee of the Month | Play through 30 days | Natural |
| Galactic cleaning! | Remove dirt and dust from 1,000 parts | Long passive counter |
| Gambler | Buy 50 boxes of parts | Long purchase counter |
| Ghost in the frame | “Eye in the sky looking at you…” | Story-linked; route still being verified |
| Globalization | Be assimilated by a mega mall | Story/ending-linked |
| Legend of Akiba | Win at least 1 assembly competition for each device type | Competition cleanup |
| Melancholy | “I don’t need no normal people!” | Story-linked; route still being verified |
| Platinum Partner | Acquire all licenses | Late-game completion |
| Quarterly Report | Play through 90 days | Natural before the 365-day grind |
| Rock for the ages! | “This is the best concert Akiba has ever seen, my dude!” | Late-story concert route |
| Ronin | “It is possible to perfectly fulfill one’s calling as a warrior.” | Story-linked; route still being verified |
| Sticker Bombing | Apply 100 stickers | Long counter; start early |
I use that table as the checklist.
The rest of this page is for the achievements that actually changed how I played or caused me to stop and figure out what the game wanted.
My 100% Roadmap
I split the list into four phases.
During Normal Story Progression
I let the easy achievements happen naturally while I deliberately keep these counters moving:
- email orders;
- reviews;
- cleaned parts;
- Marketplace purchases;
- Marketplace sales;
- licenses;
- stickers;
- reprogramming once it unlocks.
I do not spend large amounts of money just because a late achievement will eventually require something.
Story progression and useful upgrades still come first.
Once the Main Systems Are Open
I start checking whether I am falling behind on:
100 email orders
100 stickers
25 reprogrammed devices
50 parts boxes
all licenses
1,000 cleaned parts
These are much cheaper when spread across normal work.
After Competition Progression
I clean up:
- competition device types;
- missing Marketplace purchases;
- remaining reviews;
- license collection;
- money milestones;
- deliberate streak achievements.
At the Very End
I leave:
365 days
for last.
There is no reason to burn through hundreds of mostly empty days while I still have productive achievements that can advance the calendar naturally.
Clean Job: The Workshop Can Look Clean and Still Be Incomplete
Clean Job requires:
Clean the workshop.
This sounds like one of the easiest achievements.
It still caught me.
I had already removed the obvious opening trash and clutter.
The workshop looked finished.
The achievement had not unlocked.
The item I had overlooked was a blue crate on a shelf.
It looked enough like normal workshop storage that I had mentally classified it as something I was supposed to keep.
It was still part of the opening cleanup.
Once I dealt with that remaining crate, Clean Job finally unlocked.
So if this achievement is missing, I do not start cleaning device parts.
I walk the workshop again and inspect:
boxes → crates → shelf clutter → opening trash
especially anything I ignored because it looked like storage or decoration.
Origami: Choose to Help the Child for Free
Origami requires:
Help a child out for free.
This one can be missed because it is attached to a dialogue decision rather than a repair counter.
During the Eggotchi/Yui route, I eventually reached the decision about whether to take payment for helping the child.
For the achievement route, I choose the free option.
The important part is not repairing one particular component faster.
It is the decision:
do not take payment for helping the child
and then continuing the story until that favor resolves.
I would do this during the first story run rather than hoping to recreate the whole character sequence during achievement cleanup.
WWW and Internet Business: Do Not Stop at 25 Orders
The first big email milestone is:
WWW — 25 completed email orders
That looks like a reasonable end point.
It is not.
The later achievement is:
Internet Business — 100 completed email orders
So once WWW unlocks, I continue taking good email jobs.
I do not accept every terrible order just because I need a counter.
I keep using the same rule I use for normal progression:
easy familiar job + acceptable reward + manageable deadline = take it
A difficult order that blocks the bench or requires expensive parts can still be skipped.
The full order-management strategy stays in the Online Orders Guide.
The achievement-specific lesson is simply:
25 is only one quarter of the final order target.
Big Cleaning and Galactic Cleaning: Let Normal Repairs Do Most of the Work
The cleaning milestones are:
Big cleaning! — 100 parts
and:
Galactic cleaning! — 1,000 parts
I do not deliberately farm 1,000 dirty parts in the middle of progression.
Customer repairs already generate cleaning.
Online Orders generate cleaning.
Marketplace donors and flips generate cleaning.
That means most of the counter can rise while I am doing work that also:
- earns money;
- earns reviews;
- progresses story;
- advances orders;
- builds Marketplace counters.
I only consider deliberate cleaning farming if I reach late completion with a large amount still missing.
Stickers Are a Counter I Start Early
The sticker chain is:
Instant Cool — 1
Instant Cool-er — 25
Sticker Bombing — 100
The first achievement can make the system feel finished.
The last one is the real requirement.
Once stickers are available, I start applying them during repairs where doing so does not disrupt anything.
I do not need to spam 100 immediately.
I just refuse to reach the endgame sitting at:
1 / 100
when I could have been adding them naturally for hours.
Reprogramming Has the Same Problem
The reprogramming achievements are:
Hacking 101 — reprogram 1 device
and:
11001 — reprogram 25 devices
There is also:
Jack of all trades
which requires one order containing all four services:
- painting;
- cleaning;
- repair;
- hacking.
Jack of all trades is not four separate orders.
I wait for one client order that explicitly combines all four requirements.
For the 25-device counter, I start valid reprogramming jobs once that system is properly available instead of saving all 25 for the very end.
I do not publish a fake universal hacking route here because my current completed material does not yet give me a clean enough late-game sequence for every device.
The achievement requirements are clear.
The universal reprogramming workflow still needs more direct verification.
Marketplace Achievements: Let Useful Purchases Count Twice
Marketplace achievements include:
Flipper — buy 5 devices
Garage sale! — buy 25 devices
and:
Making money! — sell 5 devices
I do not buy 25 useless devices at once.
Marketplace purchases already help with:
- donor parts;
- repair jobs;
- flipping;
- story requirements.
Those are the purchases I want counted first.
I have encountered listings where a seller’s description did not match the actual condition of the device, so I also do not treat achievement progress as a reason to ignore seller quality.
The full buy/repair/sell decision belongs in the Marketplace Guide.
For 100% completion, I simply keep an eye on the 5 → 25 purchase progression.
Lootbox and Gambler: One Parts Box Is Not the Real Grind
The parts-box chain is easy to forget:
Lootbox — buy 1 box
then much later:
Gambler — buy 50 boxes
I do not buy 50 immediately.
But once I understand how boxes fit into my spare-parts economy, I keep using them when they make sense.
The bad route is:
buy one box for Lootbox
forget the system exists
reach the endgame at 1 / 50
I would rather let the counter grow during normal play and finish the remainder late.
License Achievements: Progression First, Completion Second
The license chain is:
Official Partner — 1
Golden Partner — 5
Platinum Partner — all licenses
There is also:
Are you serious? This is absurd! — buy the most expensive license
I do not chase Platinum Partner in the early game.
Licenses can be major progression expenses.
If one specific device license is blocking a story order or a profitable new device class, that license has priority.
An unrelated completion license can wait.
The full license and money order belongs in the Progression Guide.
Once the important progression walls are gone, I turn the remaining licenses into a completion checklist.
Frugal: I Use a Clean 10-Day Attempt
Frugal requires:
Do not buy any new parts for 10 days in a row.
This achievement behaved strangely in one of my runs.
It unlocked around Day 13 even though I believed I had bought individual parts during the preceding stretch.
I do not use that one unlock to claim an exploit or a hidden exception.
If Frugal is still missing, I make the attempt reproducible.
For ten consecutive days I avoid the direct purchase of new replacement parts.
Before starting, I prepare:
- existing spare inventory;
- donor devices;
- easy cleaning jobs;
- jobs I already have parts for;
- enough money to keep normal bills safe.
Then I protect the streak.
I do not start Frugal while the next story objective is obviously waiting for a device that I cannot repair without buying parts.
Akiba Never Sleeps: Do Not End the Day for Seven Days
Akiba never sleeps! requires:
Do not end the day for 7 days in a row.
I treat this as a deliberate streak, not something I expect to unlock by accident.
The important distinction is between:
closing normal shop activity
and:
using the action that ends the day
I can still work at the bench after normal customer traffic is closed.
That makes the streak much easier to manage than pretending I have to keep serving new customers continuously.
I still wait until my immediate story route is stable.
I do not start a seven-day attempt immediately before a progression event that I do not understand.
Bankrupt: I Need an Overdue Bill Warning
Bankrupt requires:
Get an overdue bill warning.
That is not the same as allowing an Online Order to become overdue.
ReStory uses both ideas.
For this achievement I deliberately target the bill system.
I do not destroy customer-order reputation while hoping that an overdue email job will count as a bill.
This is one of the few achievements where I intentionally allow a normally bad business state to happen, then return to paying bills normally afterward.
Hands Free, Shredder, Twist and Turn and Cozy Are Purchase Unlocks
Several achievements sound more complicated than they are.
Twist and turn
Buy a Professional Screwdriver.
Hands Free
Buy an Automatic Ultrasonic Bath.
Shredder
Buy a shredder for broken parts.
Cozy!
Buy something that makes the workshop more cozy.
These do not need separate farming routes.
I buy the useful tools when I can afford them without blocking progression.
I treat the decoration differently.
I only need one qualifying cozy purchase for the achievement.
I do not turn that into a reason to fill the workshop with decorations while I still need licenses or repair tools.
Business Shark and Millionaire Get Easier as the Shop Scales
The two major money achievements are:
Business Shark — earn more than ¥100,000 in a single day
and:
Millionaire! — earn ¥1,000,000
I do not force either one in the opening game.
Later licenses, device values, Marketplace flips and larger workloads move far more money through the shop.
For Business Shark, if it is still missing late, I can prepare one strong day with:
- repaired devices ready to sell;
- high-paying completed work;
- useful customer pickups;
- profitable transactions already staged.
For Millionaire, I simply keep progressing the completion grind.
One million yen becomes much less intimidating once I am no longer operating on early-game margins.
A Place Of Zen Is a Passive Target Until I Know I Am Stuck
A Place Of Zen requires:
Accumulate more than 100 Zen points.
I keep this one simple.
I do not invent a special farming method from one incomplete observation.
I let Zen build through normal play and check it during late cleanup.
If I reach the endgame and the achievement is still missing, that is the point where I isolate which activities are contributing most efficiently.
Until then, other achievement counters deserve more active attention.
The Three Competition Achievements Need Different Levels of Coverage
The competition chain is:
Promise of Akiba — win one assembly competition
Star of Akiba — win three different device assembly competitions
Legend of Akiba — win at least one assembly competition for each device type
The trap here is becoming very good at one easy device.
That can be useful for practice.
It does not complete Legend of Akiba.
In one run I reached the main championship, won every listed criterion and became the Akiba champion.
I still only had:
26 / 50 achievements
afterward.
That was the clearest sign that:
story championship ≠ 100% completion
The complete route into the competition, the required reputation and my device strategy stay in the Assembly Competition Guide.
This page only owns the achievement cleanup rule:
one win → three different wins → every device type
The Day Achievements End at 365
There are three calendar milestones:
Employee of the Month — 30 days
Quarterly Report — 90 days
Akiba Feels Like Home — 365 days
The first two should advance while I am still playing normally.
The 365-day achievement is different.
It can remain long after I have finished the meaningful story and system goals.
So I do not rush it early.
Every productive day I spend on:
- orders;
- cleaning;
- Marketplace work;
- reviews;
- competitions;
- licenses;
- stickers;
- reprogramming;
is also one day I do not have to grind purely for the calendar later.
The Five Story-Linked Achievements Need More Caution
Five achievements do not give me a normal mechanical instruction like:
clean 1,000 parts
or:
buy 50 boxes.
They are:
Ghost in the frame
“Eye in the sky looking at you…”
Globalization
“Be assimilated by a mega mall.”
Melancholy
“I don’t need no normal people!”
Rock for the ages!
“This is the best concert Akiba has ever seen, my dude!”
Ronin
“It is possible to perfectly fulfill one’s calling as a warrior.”
I treat these as story-route achievements, not farming achievements.
Globalization
The achievement clue directly ties the result to the Mega Mall.
That places it in the late story/ending side of the game rather than the shop management grind.
I do not try to trigger it by buying licenses, failing orders or changing the workshop economy.
Rock for the ages!
The clue points directly toward the late concert storyline.
Again, that makes this a character/story progression achievement.
I preserve story saves and dialogue opportunities instead of trying to force it through ordinary shop systems.
Ghost in the frame, Melancholy and Ronin
The clues are real.
My exact reproducible triggers are not yet strong enough for me to publish made-up step-by-step routes.
I keep them in the complete checklist, but I separate:
confirmed achievement requirement
from:
route I have personally reproduced
That is especially important in ReStory because dialogue and customer decisions can affect later story scenes.
As I finish the dedicated Choices and Endings routes, these five are the first achievements I will cross-check against the final character outcomes.
The Order I Would Use for 100%
If I were taking a normal Story Mode save to 100%, my order would be:
- Play the story normally while starting passive counters — email orders, cleaning, reviews, Marketplace purchases, Marketplace sales and licenses.
- Start stickers and reprogramming immediately when each system becomes practical instead of leaving 100 stickers and 25 hacks for later.
- Finish the main assembly competition route, then return for the device types still missing from Legend of Akiba.
- Clean up deliberate achievements such as Frugal, Akiba never sleeps! and Bankrupt once they are no longer likely to interfere with story progression.
- Finish expensive collection goals — all licenses, the most expensive license, 50 parts boxes and remaining Marketplace purchases.
- Resolve the story-linked achievements with deliberate choices and preserved saves rather than guessing at their triggers.
- Push whatever remains of the 365-day counter last.
That order lets several achievements advance from the same repair.
A single useful job can contribute to:
an email-order total
cleaned parts
reviews
stickers
reprogramming
money
calendar progress
at the same time.
That is much better than finishing the story and discovering that I still need:
dozens of email orders
dozens of stickers
dozens of reprograms
dozens of parts boxes
and:
hundreds of otherwise empty days
ReStory’s 50-achievement list is much easier when I treat 100% as something I build during the run rather than a separate grind I begin after everything else is over.