Shift At Midnight ships with 10 Steam achievements, and clearing all of them takes more than one run because the three ending unlocks demand conditions that cancel each other out. Most of the list comes from surviving Hunts and killing the right creatures, but the finale hinges on a single choice after Shift 12 and how much money sits in your personal funds by the end of Shift 13.
Quick answer: Kill the four required enemies (a customer, a Shrieking Doll, a Demented, a Marionette), survive and speed-clear Hunts, buy every weapon, then play the game at least three times to grab all three endings by controlling the Clyde call and whether you finish Shift 13 with $250 or more.

All 10 Shift At Midnight achievements and their unlock conditions
Here is the full list with the exact trigger for each. The last three are hidden because they double as the game’s endings.
| Achievement | Requirement | How to unlock |
|---|---|---|
| First Blood | Kill your first customer | Kill any customer, human or Doppelganger |
| Still Breathing | Survive your first Hunt | Stay alive through a full Hunt encounter |
| Silenced | Kill a Shrieking Doll | Destroy one of the crawling dolls that spawn during a Hunt |
| Freed | Kill a Demented | Lure a Demented into a Bear Trap while looking away |
| Relentless | Finish a Hunt within 30 seconds | End a prepared Hunt fast, easiest on a fresh save |
| Last Performance | Kill a Marionette | Kill a jack-in-the-box creature during a Hunt (from Shift 9) |
| Locked And Loaded | Buy all melee weapons and fill the Weapons Arsenal | Purchase every weapon from the shop across your shifts |
| Grave Decision (hidden) | Let Clyde die for your pet | Call Clyde after Shift 12 |
| Empty Home (hidden) | Let your pet die for Clyde | Don’t call Clyde and finish Shift 13 below $250 |
| True Ending (hidden) | Keep both your pet and Clyde alive | Don’t call Clyde and finish Shift 13 with at least $250 |
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Add to Google Preferences →The four enemy-kill achievements
Four unlocks come from killing specific things. Two of them (First Blood and Freed) are easy to line up; the other two depend on the right creature actually showing up during a Hunt.
First Blood
You unlock First Blood the moment you kill any customer, and it doesn’t matter whether they turn out to be a Doppelganger or an innocent human. Killing a real person costs you the sale plus your end-of-shift earnings, so the cleaner play is to confirm a Doppelganger first by cross-checking the name, alive/dead status, date of birth, and occupation, then acting only once you have a solid contradiction. It pops naturally during normal play, so there’s no need to force it.
Freed
The Demented behaves like a Weeping Angel. It freezes in place while you look directly at it and only moves when you break eye contact. It also can’t be damaged while you’re staring at it, so the stare is purely for positioning.
Silenced
Shrieking Dolls are small, creepy crawlers that spawn alongside the main Entity during a Hunt. Kill one with any weapon to earn Silenced. Since you can’t summon them on demand, keep an eye out during every Hunt and take one down the moment it appears.
Last Performance
Marionettes start appearing from Shift 9 onward. They arrive inside a musical jack-in-the-box that you have to wind in time, and they attack if you don’t. Kill a Marionette during a Hunt with any weapon to unlock Last Performance. Note that it is not the Demented, and rewinding the Music Box does not count toward this one.
Surviving and speed-running Hunts
A Hunt kicks off after you serve a Doppelganger or hit a Blood Moon. Still Breathing simply asks you to live through your first one, so set traps, hold a defensible spot, and wait it out. Relentless is the tighter test, since it wants a Hunt wrapped up in under 30 seconds.
The trick with Relentless is preparation before the fight even begins. Do it on a fresh save where the first Hunt is weak, and let a Doppelganger through on purpose so you control when it triggers.
A well-set opening can close a Hunt in roughly 18 seconds, comfortably under the limit. Skip the attempt when the Demented is loose without a trap, the Music Box is already playing, both entrances are uncontrolled, or you’re short on ammo.
Locked And Loaded: Buy every weapon
Locked And Loaded unlocks once you’ve purchased all the melee weapons and filled out the Weapons Arsenal display. Treat it as a long-term goal you chip away at over multiple shifts rather than something to rush.
| Weapon type | Items |
|---|---|
| Melee | Brick, Baseball Bat, Sledgehammer |
| Ranged | SMG, Shotgun, Flamethrower (Pistol is unlocked by default) |
Check the shop at the start of each shift, buy each new weapon once, and place it into the Arsenal. Watch the display for empty melee slots, and don’t waste money on duplicates unless a slot still needs filling. The Arsenal display itself is the safest checklist, so if a visible slot is still empty, the collection isn’t done. Prioritize survival gear, like a fresh trap or a loaded gun, over an optional weapon purchase, since a missing defense can end a run instantly.
The three endings and the Clyde choice
Grave Decision, Empty Home, and True Ending are all endings, and you can only get one per playthrough. Two variables decide which one you land on: whether you call Clyde after Shift 12, and how much personal money you have when Shift 13 wraps up. Refusing the Clyde call alone does not guarantee the True Ending, because your final balance still decides whether the pet can afford surgery.
| Ending | Clyde call | Final funds | Outcome |
|---|---|---|---|
| True Ending | Don’t call Clyde | At least $250 | Pet survives surgery, Clyde survives |
| Grave Decision | Call Clyde | $250 not required | Pet survives, Clyde dies |
| Empty Home | Don’t call Clyde | Below $250 | Pet dies, Clyde survives |
The surgery costs exactly $250. In a successful True Ending run, a final payout can push personal funds to $257, leaving $7 after the $250 surgery bill is paid. To sweep all three, back up your save before the post-Shift 12 choice, or simply plan three separate runs and steer each toward a different combination above.
How to hit $250 for the True Ending
Serving customers isn’t the only way to build your personal funds, and the odd jobs around the store add up faster than they look. Avoid unnecessary upgrades while you’re chasing the True Ending, and keep an eye on the balance heading into the final shift.
| Method | Payout |
|---|---|
| Clean a stain | $0.10 each |
| Dumpster trash, severed limbs, and similar objects | $0.10 each |
| Throw a living rat into the dumpster | $3 |
| Kill a cockroach with the mop | $0.10 (plus $0.10 for cleaning the stain it leaves) |
| Prize Wheel spin (using collected tokens) | $10 on a successful spin |
Don’t kill rats when you need cash, since picking up a live one and tossing it in the dumpster nets $3, while a dead rat’s body part only pays $0.10. Once every hat has been unlocked, landing on another hat at the Prize Wheel refunds the five tokens you spent on the spin.
Co-op credit and confirming your unlocks
Relentless is easier to pull off in co-op, since one player can bait the spawn while another handles damage. Don’t assume every unlock is shared across the whole group, though. After you clear a condition, each player should check their own achievement list, because kill credit, Arsenal progress, and ending unlocks may follow the host’s save or only the final-hit player. Steam tracks all of this, not the in-game menu, so verify there once you believe an achievement should have popped.






