Die in the dungeon achievements are doing more than tracking what you've done. The 59 in the list map directly to the game's 31 unlockable dice — and unlocked dice persist across runs, unlike relics, potions, or board states. This matters. Getting a new die isn't a cosmetic reward; it changes what builds are possible the next time you load in.
Most players discover this backward. They clear a few runs, scroll the die in the dungeon achievements list out of curiosity around run four, and suddenly see a catalogue of build directions the game never explicitly pointed at. This guide is that catalogue upfront.
TL;DR: 59 total achievements, 31 unique dice to unlock through play. About half clear during normal runs — floor reach, boss kills, character usage. The rest require specific build conditions or challenge runs. Some achievements require different choices at the same event, meaning they need separate runs. D5 is one of a visible series tied to specific die challenges. Check the list before run 3 — it tells you what the game is actually teaching you.
Key Takeaways
- 59 achievements track progress across all of Die in the Dungeon's content layers
- 31 unique unlockable dice persist between runs (unlike relics and potions that reset)
- Half unlock during normal play — floor clears, boss kills, resource milestones, character usage
- Challenge-run achievements (no-hit clears, speed completions) require deliberate targeting
- Some achievements are mutually exclusive at branching events — they need separate runs to complete both
- Scroll the list before run 3 — it describes build directions the game doesn't teach explicitly
What the Achievement System Does
Die in the Dungeon is a roguelite where runs reset: relics, potions, and board state wipe between sessions. What persists is your unlocked dice pool. The 59 achievements are what expand that pool — from the four starting dice each character carries to the full set of 31 available in the game.
The Die in the Dungeon review put it this way: "The 59 achievements serve a second purpose: they describe build directions the game never explicitly teaches." That's right, but it understates the practical consequence. Every achievement you haven't cleared is a map to a die type, a build strategy, or a game mechanic you haven't run with yet. The list is a curriculum for a game that doesn't write one.
Reading the achievement list before your third run changes how you approach that run. You'll see targets that hint at relics worth chasing, character loadouts worth trying, floor conditions worth attempting. The game doesn't point you there. It's worth going anyway.
What resets each run: relics (full pool wipes), potions, board state, HP and accumulated damage.
What persists: achievement progress, unlocked dice (available as acquirable dice in future runs), and character access (all four are available from the start).
The 31 dice have distinct face distributions across five categories: attack, defense/parry, poison, reroll, and mixed-purpose. Unlocking a new die type gives you access to faces your starting loadout doesn't carry, which opens relic synergies that weren't reachable before.
Achievement Categories
The 59 achievements break into five rough groups. Understanding the category determines how to approach targeting each one.
Natural-unlock achievements (approximately half)
These clear during normal play without deliberate targeting: floor reach counts, boss kill milestones, resource accumulation, and character usage across multiple runs. You'll pick them up — "Defeat a floor 4 boss," "Complete a run with each character" — without planning to.
Natural-unlock achievements are how most players get their first half of the 31 dice. Running all four characters alone represents four distinct completions. Track which ones you've cleared so you know what's left — the remaining ones are the deliberate targets.
Challenge-run achievements
These require specific conditions during a run — no-damage floor clears, build restrictions, completion under a time condition, or hitting specific damage thresholds.
Visible examples from the Steam store:
- No-hitter — clear a floor without taking damage from enemies. Tight but achievable once you understand board positioning.
- Fastest Alive — complete a run under a time condition. This requires knowing boss phase windows well enough to optimize your turns.
- Critical Roll — deal a critical hit or trigger a specific die roll outcome under defined conditions.
These achievements don't clear accidentally. They're the targets to plan around once the natural completions slow down.
Boss and enemy-specific achievements
Boss kill achievements track defeating specific floor bosses or king-tier enemies. Ruthless Regicide falls here — visible in the Steam store alongside D5, Critical Roll, and Fastest Alive. This category is mostly natural-clearing once you're hitting deeper floors, but some require specific kill conditions rather than just defeating the boss.
Proper Burial and similar achievement names suggest kill conditions beyond standard completion — specific builds active, specific damage types used, or defeat during a particular phase.
Character and build direction achievements
Four characters, each with distinct starting dice. Taste of Triumph appears to track first-win completion, while achievements like Venomous Vendetta signal build-specific completions — winning with a poison-focused loadout, or dealing a threshold of poison damage across all runs.
The build-direction achievements are the ones that directly expand your understanding of what the relic and dice systems can do. I Know the Pieces Fit... signals a synergy-completion achievement — hitting a specific combination of relic and die face conditions in a single run.
D-series achievements
D5 is visible on the Steam store as a standalone achievement. In context, it belongs to a series tracking die-specific challenges or die-type completion milestones. The D-series appears to be the most structured completion track in the list — a progression through different die types that maps directly to the 31 unlockable dice.
The achievement list functions as a build roadmap. Check it before run 3 — the unlocked dice it points toward change what's available in future runs.
GODEEPER: Which relics to chase on each die type — and why the die you're carrying changes which relics are worth taking. Die in the Dungeon Relics Guide →
Step-by-Step: Working Through the Achievement List
Step 1 — Run all four characters first
Before targeting specific achievements, complete one run with each character. This clears a meaningful chunk of natural-unlock achievements and gives you direct experience with all four starting dice loadouts — which shapes which unlocked dice you'll want to pursue.
Run the attack-focused character first (most forgiving). Then the poison character, then the parry/defense character, then the reroll-focused one. Each completion unlocks dice relevant to that character's face type.
Step 2 — Scroll the list after run 4
After four character runs, open the achievement list and read the remaining locked entries. Sort by: which ones describe build conditions you've already approached vs. which describe something you haven't tried yet.
The ones describing things you haven't tried are your next targets. The achievement names in Die in the Dungeon are specific enough to signal what mechanic they're tracking. Venomous Vendetta tells you it wants a poison run. Fastest Alive tells you it wants speed. Reading the list before planning your next run is how you convert normal play into structured progression.
Step 3 — Target natural completions before challenge runs
Complete the remaining natural-unlock achievements before attempting the challenge runs. Floor reach milestones, cumulative damage/resource achievements, and boss-kill totals all clear without disrupting your build strategy. The challenge-run achievements (No-hitter, Fastest Alive) require playing differently from your standard approach — save them for runs specifically designed around the condition.
Step 4 — Plan separate runs for mutually exclusive achievements
Some achievements in Die in the Dungeon require specific choices at branching event nodes that lock out the alternative. Two achievements may require opposite decisions at the same event — both are completable, but not in the same run.
Before any run where you're targeting an event-specific achievement, confirm whether there's a conflicting achievement that would require the other choice. Completing both requires at least two visits to that event.
Step 5 — Build for D-series completions
The D-series achievements (with D5 confirmed visible on the Steam store) appear to track die-specific challenge completions. These are likely the most direct path to unlocking the dice pool's deeper entries. Once you know which die type each D-achievement tracks, run the build that maximizes the face distribution for that die — getting a new die type available doesn't do much if you haven't run a build that uses its face composition.
Step 6 — Return to challenge runs last
Fastest Alive, No-hitter, and similar challenge completions are for runs where you're not optimizing for dice unlocks — you're optimizing for the challenge condition itself. Run these after you've built familiarity with boss phase timing and floor patterns. They're harder to hit blind and cleaner to hit on a dedicated run.
Boss floors are where most challenge-run achievements become completable or fail. No-hitter requires clean board positioning against enemy attack patterns that peak here.
GODEEPER: The four character starting loadouts — which die faces each carries and which relics to chase by character type. Die in the Dungeon Characters Guide →
Tips
Read the achievement list as a build assignment list. Each achievement describes a game condition, which means it describes a build. Venomous Vendetta wants a poison run. Fastest Alive wants a speed run. If you don't know what to try next, that's where to look — it's actually a better answer than Reddit.
Cumulative-stat achievements complete across failed runs too. If an achievement tracks "deal X total poison damage across all runs," your damage from failed runs still counts. Don't skip poison faces because a run went badly — the total keeps building.
Natural-unlock achievements are usually floor-count and boss-kill milestones. The review confirms roughly half the 59 clear during normal play. This means if you're 30 achievements in after five runs, you're roughly at the halfway mark and the remaining 29 are deliberate targets. This is normal pacing.
Track which achievements require event choices. When you see a branching event in the dungeon, consider whether the achievement you're targeting requires a specific choice — and whether there's a conflicting achievement requiring the other choice. Making the wrong choice on an event you visited specifically for an achievement wastes the run's opportunity.
Critical Roll and build-synergy achievements are easiest to hit mid-run when a full synergy is active. These achievements often require a specific condition (critical hit, specific face combo, specific damage threshold) that's easier to reach when your relics are already synergizing. Don't try to force them before floor 4 when your relic load is thin.
The D5 achievement is part of a series — track which ones you've cleared. The D-series seems to run in order. Clearing each one likely opens the path to the next. If D5 is visible on the store page, the earlier entries in the series are probably the natural progression toward it.
Poison build achievements are the most forgiving challenge category. Poison deals damage over time without requiring perfect positioning. This makes achievements tied to poison output (Venomous Vendetta) more achievable on a dedicated run than achievements requiring no-hit clears or time restrictions.
Common Mistakes
Treating the achievement list as a trophy shelf rather than a build guide. Most players treating the die in the dungeon achievements as bragging rights don't look at the list until they're bored. Checking it before run 3 changes the next four runs in a way that retroactively feels obvious.
Running the same character repeatedly. Character-specific achievements require running each of the four frog warriors. Staying on the attack character because it's comfortable delays both character-specific achievements and the dice unlocks tied to other starting loadouts.
Attempting No-hitter on a run optimized for something else. No-hitter requires a floor clear without taking damage. Running it while also trying to complete a boss-kill condition or build a specific relic stack introduces competing priorities. Give No-hitter a dedicated run with positioning as the primary goal.
Ignoring cumulative-stat achievements. Some achievements track totals across all runs, not single-run performance. Skipping poison damage because your current build isn't poison-focused misses cumulative credit. Keep face types active even when they're not your primary damage source.
Missing the event choice achievements. Branching dungeon events sometimes have achievement targets on both choices. Picking blindly means you might complete one and foreclose the other for the run. Check the achievement list before entering a known event node if you haven't completed both of its associated achievements.
Frequently Asked Questions
How many achievements are in Die in the Dungeon? 59 — the full die in the dungeon achievements count at 1.0 launch. About half clear naturally during normal play; the rest require specific build conditions, challenge runs, or deliberate event targeting.
Do achievements unlock dice in Die in the Dungeon? Achievement progress is tied to the game's 31 unlockable dice. These unlocked dice persist across runs — unlike relics and potions that reset — and expand what's available in your die pool each session.
What are the Die in the Dungeon dice types? 31 unique dice with face distributions covering attack, defense/parry, poison, reroll, and mixed-purpose faces. Each has a distinct face composition that shapes which relics become powerful when you carry it.
Which achievements are hardest? Challenge-run achievements like Fastest Alive (speed completion) and No-hitter (no-damage floor clear) are the hardest to hit because they require dedicated runs with specific play conditions rather than natural progression.
Do achievements reset between runs? No. Achievement progress and unlocked dice persist permanently across all runs. A failed run still contributes to cumulative-stat achievements.
Can you miss achievements permanently? No. Some achievements require different choices at the same branching event, meaning you need separate runs to complete both — but neither is permanently missable. You can always start a new run and make different decisions.
What is Ruthless Regicide? An achievement tied to defeating a king-tier or final boss enemy. It's one of the later entries most players encounter and shows up on the Steam store page alongside Critical Roll, Fastest Alive, and D5.
References
- Die in the Dungeon on Steam — official store page with achievement list, patch notes, and current reviews
- ATICO on Steam — developer page with game updates and development notes
- Die in the Dungeon Characters Guide — starting dice loadouts for each frog warrior and which relics to target per character
- Die in the Dungeon Relics Guide — how to evaluate the full relic pool and which synergies work by die type





