Achievements
Achievements are permanent milestones you earn across every major system in Scope - habits, tasks, goals, battles, arena, journal, equipment, stats. Each one unlocks automatically the first time you meet its condition and grants a one-time XP and gold payout.

How Achievements Work
Achievements unlock reactively - the moment you satisfy the condition, the system fires the unlock. No claim button, no "collect rewards" screen. Actions that might trigger an unlock (completing a task, logging a habit, winning a fight) automatically evaluate against the achievement list in the background.
An unlock produces:
- A celebration dialog with the achievement's name, image, and reward.
- A one-time gold and XP grant.
- A permanent entry on your profile marking it complete.
Browsing the Catalog
The achievements page shows every achievement in the game, split by category. Each entry shows:
- The achievement's name and image.
- A description of how to earn it (unless it's secret).
- Whether you've unlocked it.
- The global unlock rate - what percentage of all Scope players have this achievement.
The global rate is fun context. An achievement with 80% unlock rate is an early milestone most players hit; one with 2% is a genuinely impressive feat.
Achievement Categories
Achievements span every system:
| Category | Examples |
|---|---|
| Stats | Real-life stat milestones (reach Mastery in a stat, cross into Danger Zone) |
| Tasks | Completion counts - Taskmaster, Taskmaster Supreme |
| Habits | Streak lengths (7, 14, 31, 100, 365 days), category coverage, first demon vanquishing |
| Goals | Completing premade goals of various difficulties |
| Battle | One-shot kills, solo survivor victories |
| Arena | Win counts (Arena Champion), Underdog wins |
| Dungeons | Dungeon completion counts |
| Quests | Adventure quest completion counts |
| Journal | Entry counts |
| Soldiers | Companion-related feats |
| Miscellaneous | Equipment slot milestones, rarity collection |
Some achievements nudge you toward breadth ("Well Rounded" - have at least one habit in each category) rather than grinding a single stat. These exist so players don't funnel into one play style and miss the rest of the app.
Rewards for Unlocking
Each achievement grants:
- A small amount of gold - usually enough for a cheap shop item or an extra arena ticket.
- A small amount of avatar XP - modest per unlock, meaningful when stacked across many.
Rewards are small relative to quest or dungeon income. Achievements are recognition, not a grind target. If you chase them for the gold, you'll be disappointed; if you notice them as a reward for playing naturally, they feel nice.
No Progress Bars
Individual achievements don't show progress bars - they're binary. Either you've unlocked it or you haven't. You don't see "7 of 14 tasks until Taskmaster" on the Taskmaster card.
The reasoning: progress bars turn achievements into to-do items. Leaving them binary means they feel like rewards for your natural play rather than boxes to check off.
The One Exception: Tiered Achievements
Tiered achievements show your progress through their tiers - you can see that you've unlocked the 7-day streak, the 14-day streak, and are working toward the 31-day streak. But within a single tier, there's still no progress bar - just "locked" or "unlocked."
Achievements Are Forever
Once unlocked, achievements stay unlocked. You can't un-do them, lose them through inactivity, or have them revoked. They're a permanent record of things you've done.
Even tiered achievements work this way - the 7-day streak stays unlocked even if you later break the streak. It records that you once had a 7-day streak, which is true forever.
Related Pages
- Tiered Achievements
- Secret Achievements
- Onboarding Checklist - a similar but simpler milestone system
