The Blood of Dawnwalker Achievements Guide — All 46 & the Platinum
46 Steam achievements, 19 missables tamed by one save, and a single Duelist run standing between you and the platinum.

Quick answer: The Blood of Dawnwalker ships with 46 Steam achievements and 47 PlayStation trophies — 1 platinum, 3 gold, 5 silver, 38 bronze — at a difficulty of about 5/10 and 40–60 hours for the platinum. 19 trophies are missable in a careless run, but frequent manual saves make every one of them recoverable, and nothing beats the pre-finale save before A Deal with the Devil.
Achievements at a glance
The achievement list is a tour of the whole game: story progress, questlines, combat challenges, exploration, and the seven endings. One official design note frames the ceiling — choices and consequences make a 100 percent single playthrough impossible — so completion is a routing exercise, not a grind. The numbers below set the scale of the project.
| Metric | Value |
|---|---|
| Steam achievements | 46, live from day one |
| PlayStation trophies | 47 (1 platinum, 3 gold, 5 silver, 38 bronze) |
| Missable count | 19, all recoverable via save reloads |
| Estimated difficulty | 5/10 |
| Platinum time | 40–60 hours |
| Hidden achievements | Roughly half the list ships with descriptions hidden |
| New Game Plus | None — plan everything on one save |
Steam 46, PlayStation 47
The two lists mirror each other with one structural difference: Steam counts 46 achievements, while the PlayStation list carries 47 trophies because the platinum itself takes a slot. The Steam total is confirmed by the platform’s own achievement data, with all 46 live on launch day and roughly half of them arriving with hidden descriptions. For planning purposes the lists are interchangeable — every completion route below works on both platforms.
The visible layer of the list behaves like a progress report. Entries track story progression, combat challenges, exploration, character development, and collecting, and a normal, curious playthrough unlocks the majority of them without any dedicated farming — finish quests, clear Court activities, climb the towers, and the count climbs with you. The planning effort belongs to the exceptions: the ending-gated achievements, the missable quest outcomes, and the single difficulty requirement, which are exactly the three groups this guide routes around.
The 19 missables and the save trick
19 trophies carry missable conditions, mostly tied to quest outcomes, timed objectives, and one-shot opportunities. The official counterweight is the save system: 54 manual slots exist precisely so that nothing stays missable in practice. The discipline is cheap — rotate a fresh save into a new slot every few quests, and keep two classes of save sacred: one from before any major dialogue branch, and one from the moment the final quest, A Deal with the Devil, appears in your journal.
That pre-finale save is the keystone. After each ending the game returns you to the title screen — there is no free roam — so the save made before the final quest is the only point all seven endings and every leftover questline remain reachable. Reload it, roll a different ending, reload again: the entire missable economy collapses into minutes of menu navigation.

The endings sweep
The ending achievements are the hidden heart of the list. Four normal outcomes branch from the final quest’s dialogue: The Turncoat and In the Nick of Time, The Folk Hero, The Patricide with Lacra, and The Knyazmaker with Crake. A Hero They Deserve plays if you leave the valley, and Together Forever hides behind the Home Sweet Home dream quest — survive the Silts Tower flashback four times in a row to trap Coen in the dream and unlock it. The seventh outcome, Time Runs Out, is the deadline failure state and carries no achievement on top of its bad news.

Hidden achievements worth knowing
Beyond the endings, the hidden layer covers story spoilers and one-condition unlocks. Names worth planning around include A Dawnwalker is Born from the prologue transformation, The Right Fist of the Knyaz, The Mad Khan, and The Dark Mistress for falling the three lords, Throne of Thorns and Sins of the Past from the endgame, Misery Loves Company, and the sly Selfish, which asks for a distinctly selfish choice. Treat every hidden description as a spoiler tripwire — read them in-game only when you want the hint.
One practical warning rounds out the hidden layer: several of these unlocks ride on choices you make hours before the achievement fires. A Dawnwalker is Born arrives with the prologue transformation you cannot miss, but Selfish and its moral cousins depend on dialogue lines that read as ordinary options the first time through. This is the second reason — after the endings — that rotating manual saves beats confidence: a save from two quests back converts a permanently spoiled condition into a five-minute detour.
The Duelist run
The platinum’s long pole is Uphill Battle: finish the story on the Duelist difficulty preset while saving the people of Laslea, which only the four normal endings accomplish. Duelist is the hardest of the game’s five difficulty settings, and with no New Game Plus it has to be a complete, disciplined run — missable trophies swept along the way, the Court route kept tight, and the pre-finale save in place. Everything else on the list, including every ending achievement, can be collected on lower difficulties by reloading that save.
A realistic completion route
One pass through the game carries most of the platinum. Play the story at your chosen difficulty with rotating manual saves, finish Lacra’s and Crake’s questlines before the third lord falls because both gate endings and trophies, and clear Court activities as you level. After the third lord, stop: make the permanent save, sweep leftover side quests from it, then roll all seven endings in a single sitting. Reserve Duelist for a second, focused run — by then you know every fight, and 40–60 total hours across both runs is the realistic band.
FAQ
Can I get every achievement in one playthrough?
No. The game is designed so choices make a 100 percent single run impossible — endings are mutually exclusive. A pre-finale save lets you replay all 7 endings from one playthrough instead.
Are the 19 missable trophies actually missable?
On a careless save file, yes. With rotating manual saves across the 54 slots, every one of them is recoverable by reloading.
Do I need Duelist difficulty for the platinum?
Yes. Uphill Battle requires finishing the story on Duelist while saving Laslea’s people, and only the four normal endings qualify.
How long is the platinum?
Estimates land at 40–60 hours across a story run, a cleanup pass, and the Duelist run.
Is there free roam after the ending?
No. Each ending returns you to the title screen, which is exactly why the manual save before A Deal with the Devil matters.