Quick Answer: Six achievements ask you to win a run using only one Dude Family, and their unlock rates are not close: Undead 6.6%, Sci-Fi 4.0%, Employed 3.2%, Action 2.7%, Fantasy 2.4%, Warrior 1.4%. Do them in that order β Undead brings its own sustain and is the gentlest introduction to the format. Warrior is the one that stops people, and the reason is structural rather than a difficulty spike: Medic is the family's only healer and its output scales off its own damage, which Warrior Dudes do not generate early. Every player who has reported clearing it does the same two things β tank on Knight, force taunts onto him with General, and put survivability relics on the Medics instead of healing relics.
Samurai is the damage half of most reported Warrior clears. The other half is keeping Medics alive. (Screenshot: Butterscotch Shenanigans)
Version note: Unlock rates captured from Steam on August 16, 2026. Team compositions below come from players reporting their own clears on the Steam forums β these are community solutions, not official guidance, and no developer has commented on Family balance. The game has shipped only bug fixes since launch, with the first balance pass signposted for 1.1.
The Six, Ranked by Who Actually Clears Them
| Rate | Family | Achievement |
|---|---|---|
| 6.6% | Undead | Merely a Setback |
| 4.0% | Sci-Fi | Warp Speed |
| 3.2% | Employed | Workin' 9 to 5 |
| 2.7% | Action | Plot Armor |
| 2.4% | Fantasy | Fellowship of the Dudes |
| 1.4% | Warrior | Warmonger |
The spread matters more than any single number. Undead being nearly five times more common than Warrior is not about popularity β every one of these is a deliberate challenge that players attempt on purpose, so the rates are close to a pure difficulty ranking.
Do them in rate order. Each run teaches you the format β how to draft a single family, how to spend when your options are narrow β and Undead is the cheapest place to learn it because the family heals itself.
Why Warrior Is the Hard One
The complaint is specific and consistent. From the player who opened the current thread on it: they had cleared every other family and found Warrior "near impossible," naming Medic as "probably the worst healer in the game" and describing the rest as too squishy or too weak in the early game.
One reply frames the real problem better than the difficulty itself:
"with other families you have maybe 3 to 5 ways to make it work, so finding the needed relics/trinkets is much much easier, but with warrior I think there is maybe one"
That is the mechanical issue: Warrior has one viable line, so the run depends on drawing the specific pieces that line needs. Other families let a bad Relic Stash reroute you. Warrior does not.
The Medic Problem, and the Fix
Medic heals in proportion to damage dealt. Warrior Dudes do not put out enough early damage for that to keep pace, so a Medic-heavy Warrior team stalls in the first third of a run. One player described feeding Medics every relic they could find plus a 60% attack bonus and still coming up short.
Two community answers, both from players who cleared it:
- Put survivability on the Medics, not healing. The suggestion that comes up most: Vest, Therapy, or Bad Credit on Medics so they survive burst damage. A dead Medic heals nothing; a Medic that lives through the spike keeps ticking.
- Medical License changes the maths. As one clear put it, relying on Medics alone means you will not have the healing you need until very late β the License lets damage from anywhere feed the healing instead.
Reported Warrior-Only Clears
Four players posted the composition they won with. Exact counts as they reported them β treat these as proof the run is possible and as starting shapes, not as a single correct answer:
| Player report | Composition |
|---|---|
| Report A | 28 Medics, 26 Spartans, 30 Samurai, 15 Generals, 17 Knights |
| Report B | 21 Medics, 22 Samurai, 15 Vikings, 19 Generals, 35 Knights |
| Report C | 21 Vikings (Ghillie Suit), 22 Generals (Socialism), 26 Knights (Weighted Vest) |
| Report D | Bad Credit on Medic, Laser Pointer on General |
The shared spine across all of them:
- Knight tanks and gives the team toughness. One report notes Belted Greaves grants 1% toughness per Knight on the roster, up to 10% β which is why Knight counts run high.
- General forces the taunt onto the Knight. General does not taunt itself; it makes the Dude below it in the roster order taunt. That ordering is the whole trick, and it is also why General appears in every reported clear.
- Samurai or Viking carries damage. Report C uses Ghillie Suit on Vikings specifically so they cannot be cleaved β splash from your own Knights and Spartans stops being a liability.
- Weighted Vest on Knight works because he does not need to move.
How to Set the Run Up
- Use Ensemble Mode. Pre-selecting your roster is the difference between attempting a family run and waiting for the draft to hand you one. Slots unlock through Gold Stars β see the Tier & Unlock Guide for how those work.
- Reroll toward the family. Pocket Dice exist for exactly this, and empty Ensemble slots still roll random, so partial unlocks already narrow the pool.
- Do it at the lowest Tier that counts. The achievement asks for a win, not a Tier 3 win. Relic and Trinket stars backfill downward anyway, so there is no reason to attempt your hardest challenge at your hardest difficulty.
- Expect failed runs. Even experienced players describe this game as volatile β one regular notes that many of their runs fail even at Tier 1, and that a single bad round decides a run. That is the format, not a sign you drafted wrong.
Where these sit against the rest of the checklist is in the Achievements Guide β the Family six are rare, but the four exact-team achievements below them are rarer still.