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Airframe Ultra

Achievements guide

CHECKED 2026-11-07 · Data

Quick answer

All 21 achievements with global unlock rates were pulled from Steam on 7 November 2026. The highest is ACH_FASHION at 97.0%; the lowest are four sitting at 0.0%. Only 59.5% of owners have finished a first match and 18.1% have completed five circuits.

Airframe Ultra ships with 21 Steam achievements, each with a global unlock percentage. That makes the list the most useful data the game gives away: it shows what most owners actually do.

All 21 percentages below were pulled from Steam's public achievement endpoint on 7 November 2026. The names are the game's internal API identifiers; the in-game display names are the authority.

Official Airframe Ultra launch trailer frame

All 21, ranked by how many players have them

API identifierGlobal unlockWhat it is
ACH_FASHION97.0%Customise something — an outfit or a frame
ACH_FIRST_DEATH79.5%Die for the first time
ACH_FIRST_KILL75.2%First kill
ACH_CRASH73.5%Crash the bike
ACH_LAST_PLACE71.6%Finish last
ACH_FIRST_MATCH59.5%Complete a first match
ACH_FIRST_STASH52.7%Pick up a stash for the first time
ACH_AIRBRAKE48.5%Use the airbrake
ACH_FIVE_KILLS43.9%Five kills in one match
ACH_WRONG_DIRECTION40.2%Go the wrong way
ACH_FIRST_STAR39.9%Earn a first star
ACH_ALL_MAPS25.1%Race on every map
ACH_FIVE_CIRCUITS18.1%Complete five circuits
ACH_FLIP14.2%Land a flip or a stunt
ACH_EQUIP_QUIRK4.5%Equip a quirk
ACH_CROSS_BURNING3.6%Trigger a cross-burn
ACH_OVERHEAT0.2%Overheat something
ACH_NINE_STARS_WIN0.0%Nine stars and a win
ACH_FOUR_QUIRKS0.0%Equip four quirks at once
ACH_NINE_STARS0.0%Collect nine stars
ACH_FOUR_STARS0.0%Collect four stars

The "what it is" column reads the identifier. The identifier is the fact; the description is a reading of the name.

What the distribution says

Four numbers carry the whole story:

FigureValueReading
Customised something97.0%Essentially everybody opens the creator
Finished a first match59.5%Four in ten owners never complete one match
Completed five circuits18.1%Fewer than one in five stay for a session's worth
Earned a first star39.9%Six in ten have never earned a star

The 97.0% → 59.5% drop is the harsh one. Launching the game, making a racer and closing the client is enough to earn ACH_FASHION but not ACH_FIRST_MATCH. That is a first-hour retention curve, visible in achievement data without any editorialising.

The 0.0% wall

Four achievements were at 0.0% when checked: ACH_FOUR_STARS, ACH_NINE_STARS, ACH_NINE_STARS_WIN and ACH_FOUR_QUIRKS.

A 0.0% figure on Steam usually means rounded below 0.05%, not literally nobody. But the gap between ACH_FIRST_STAR at 39.9% and ACH_FOUR_STARS at 0.0% is enormous, so these are not "play a bit longer" achievements:

AchievementPlausible routeWhy it is hard
ACH_FOUR_STARSWin consistently at escalating difficultyEach star reportedly makes the next win harder (devlog)
ACH_NINE_STARSThe same, furtherNobody has publicly cleared four; nine is unexplored
ACH_NINE_STARS_WINNine stars plus a win in the same sessionCombines two hard conditions
ACH_FOUR_QUIRKSEquip four quirks simultaneouslyACH_EQUIP_QUIRK is only 4.5%, so quirks themselves are rare

That last one is the interesting case: quirks look like a real system, five times rarer than landing a flip, and equipping four at once is a build question rather than a skill question. Of the four at 0.0%, ACH_FOUR_QUIRKS is probably the most tractable, because it depends on owning the quirks rather than on winning at the top of the ladder.

Achieving the easy ones first

If you are working the list for completion, the efficient order is the reverse of the table:

  1. ACH_FASHION — open the creator before your first match.
  2. ACH_CRASH, ACH_LAST_PLACE, ACH_WRONG_DIRECTION, ACH_FIRST_DEATH — these all come free in a chaotic first hour. Two of them are literal accidents.
  3. ACH_FIRST_KILL, ACH_FIRST_STASH — one arena and one pickup.
  4. ACH_AIRBRAKE — the advanced technique; roughly half of all owners have it.
  5. ACH_FIVE_KILLS — the first one that needs a good arena, not just an arena.
  6. ACH_ALL_MAPS, ACH_FIVE_CIRCUITS, ACH_FIRST_STAR — time, not skill.
  7. ACH_FLIP — a stunt; the 14.2% figure suggests most players never try.
  8. ACH_EQUIP_QUIRK, ACH_FOUR_QUIRKS — depends on the quirk inventory, which the game does not document.
  9. ACH_OVERHEAT, ACH_CROSS_BURNING — 0.2% and 3.6%; these look like specific mechanic triggers rather than milestones.
  10. The four stars achievements — the far wall.

What "quirk" means here

ACH_EQUIP_QUIRK at 4.5% and ACH_FOUR_QUIRKS at 0.0% are the only evidence that quirks exist as an equippable system. No announcement describes them and no store copy mentions them, so they are either a late-game customisation layer or a mechanic most players never meet. If you find one, equip it and watch the frame: nothing public explains what it does.

How to check your own progress

Steam shows the same global percentages on the game's library page. Because the numbers move as more people play, use this table as a snapshot: it describes who owned the game in its first 72 hours. A month from now the 0.0% wall may have a first entrant — the roadmap page covers the patch cadence that will affect the harder ones.