Static Dread: The Submarine Achievements β€” All 45 With Unlock Rates

Every Static Dread: The Submarine achievement with its global unlock rate, why 34 of the 45 are hidden, which ones are one-shot missables, and what the rates reveal about how far players actually get.

Last updated: 8/17/2026

Quick Answer: 45 achievements, and 34 of them have no description at all β€” this is a hidden-heavy list built around routes and discoveries rather than tasks. You cannot get them in one run: the outcomes are mutually exclusive, with Dream Team (save the whole crew, 21.9%) sitting opposite achievements for betrayal, mutation and submission to the entity. The rarest is Half-Life at 3.9%. The single most missable is Elementary, my dear Watson! β€” all investigation tasks in one session. There is no chapter select, so manual saves before flagged decisions are your only rewind.

Version note: Unlock rates captured August 17, 2026, three days after release, so they skew toward early adopters and will move. Rates were pulled from Steam's global achievement API and cross-checked against the public stats page in descending order β€” both sources agree to within 0.4 points. Achievement names and the 11 visible descriptions are Steam's own. We have not completed every route, so the notes below distinguish what the game states from what players have reported, and we do not invent conditions for hidden achievements.

The Ares torpedo room, a green torpedo loaded on its rack under red alert lighting Launching your first torpedo is Fire and Forget, at 34.5% β€” one of the eleven achievements the game is willing to describe. (Screenshot: solarsuit.games)

All 45, in Unlock-Rate Order

Sorted by global rate, which doubles as a rough progression order. Blank descriptions are blank in Steam β€” those achievements are hidden.

%AchievementDescription
91.7%Captain's ReportSave the game for the first time
85.6%The AccidentSurvive the submarine accident
77.1%Figurine(hidden)
73.1%The Boy(hidden)
65.2%PsychotherapyReceive the Journal from Zack
64.9%Grief(hidden)
64.5%New Friend(hidden)
57.3%3.6 RoentgenCollect the radiation sources
52.5%Big Mouth(hidden)
45.9%Broken PhoneCommunicate via sonar for the first time
44.8%The Last Supper(hidden)
42.2%Groovy(hidden)
42.0%The Enemy(hidden)
40.7%Chance(hidden)
39.8%But First, Coffee(hidden)
34.8%Safety(hidden)
34.8%2000 Volts(hidden)
34.5%Fire and ForgetLaunch a torpedo for the first time
33.9%SchrΓΆdinger's Picture(hidden)
33.7%Best Tracks(hidden)
33.6%Static Deck(hidden)
32.9%Red Pill(hidden)
32.1%Obligations(hidden)
30.9%Oppenheimer's Legacy(hidden)
27.8%Arcade LoverScore 10,000 in Dread Invaders
27.2%MarksmanHit the darts bullseye
24.8%Shoot the Sheriff(hidden)
24.5%Knock Knock(hidden)
22.8%Inconvenient Truth(hidden)
22.7%Tilting at Windmills(hidden)
21.9%Dream TeamSave the whole Crew
21.6%Surprise!(hidden)
21.4%King of the HillHit the top score in darts
17.7%Michael Unraveled(hidden)
17.7%Elementary, my dear Watson!Complete all investigation tasks in one session
15.9%New Beginning(hidden)
12.2%New World(hidden)
11.5%Carbon Monoxide Poisoning(hidden)
10.9%Traitor(hidden)
10.8%Zack of the Deep(hidden)
10.8%Cultist(hidden)
10.4%Survivors(hidden)
6.7%Sharon Unhinged(hidden)
6.7%Encounter with the Unknown(hidden)
3.9%Half-Life(hidden)

What the Rates Tell You

The completion curve is unusually gentle for a horror game. 85.6% survive the opening accident and 65.2% are still going at Zack's journal. Compare that to games where the first-chapter cliff is brutal β€” this is a short, largely unlosable story, and the drop-off is people finishing and stopping rather than people getting stuck.

The outcome achievements cluster between 10% and 22%, which is what you would expect from a game with several endings and no chapter select: most players take one route and stop. Dream Team at 21.9% is the highest of them, so saving everyone is the most-travelled path, not the hard one.

The three rarest are not endings. Half-Life (3.9%), Encounter with the Unknown (6.7%) and Sharon Unhinged (6.7%) sit well below the ending band. That pattern usually means optional discoveries or specific interactions rather than route endpoints β€” but all three are hidden with no description and nobody has published conditions, so we are not going to guess at them.

Two arcade achievements are pure skill grinds and they are expensive. Arcade Lover (10,000 in Dread Invaders, 27.8%), Marksman (darts bullseye, 27.2%) and King of the Hill (top darts score, 21.4%) have nothing to do with the story. One player reports spending two of his five total hours grinding the darts achievement. Do these when you first find the machines, not as cleanup.

The One Genuinely Missable

Elementary, my dear Watson! (17.7%) β€” complete all investigation tasks in one session. This is the only achievement whose stated condition can be lost silently: end a session with an investigation task unfinished and that session is gone. Investigation tasks are the magnifier icons on the duty roster, so before you submit a roster, check that every magnifier you can reach has been cleared.

Everything else on the list is either repeatable within a run or route-dependent.

Planning a 100% Run

There is no chapter select and no route menu, so the structure of a completion attempt is:

  1. Play one route to an ending naturally. Do the arcade achievements on the way. Save manually before every flagged decision β€” the game marks its important choices, which for once works in your favour here.
  2. Reload to your flagged saves and take the opposite branch. Several players report that reaching a different ending means going back a long way rather than replaying a short branch, so the value of those saves is high.
  3. Do a deliberate pass for Elementary, my dear Watson! in a single session rather than hoping it lands.

A note on how long that takes: single routes run 3-5 hours. Reviewers who logged their time report 2.9, 3.2, 3.5, 4.0, 4.8 and 5.1 hours to an ending, with one player at 8 hours across multiple runs.

What Players Have Published About the Endings

There are at least three endings β€” that is from a player who reached that many and posted his paths. He is explicit that he does not know whether there are others or exactly how the game routes, so treat this as one person's map, not a solution.

His route to the first bad ending, where you submit to the entity and join its collective consciousness:

  • Take the pills every night
  • Explore the entire temple during your dreams
  • Listen to the entity and agree with it
  • Participate in the mutiny as soon as possible

And his second, which he describes as "basically the opposite":

  • Do not take the pills
  • Ignore the entity and do not offer to give them the key
  • Do not participate in the mutiny

Reading those against the achievement list, the named outcomes β€” Cultist (10.8%), Traitor (10.9%), New World (12.2%), New Beginning (15.9%), Survivors (10.4%), Dream Team (21.9%) β€” line up with a game that branches on those same few decisions. We are not going to assert which achievement each route grants, because nobody has posted that mapping and the achievements are hidden.

One caution about the key: an August 15 hotfix specifically fixed a bug that let players interact with an object they should not have been able to, which had the effect of tangling two routes together β€” one player saw normal and mutated crew simultaneously. If you are route-hunting on an older build, update first, or your ending may not be the one your choices earned.