How Many Achievements Does CONTROL Resonant Have?
49 achievements on Steam, all live as of launch. The PlayStation version mirrors them as 50 trophies — the extra one is the Platinum, which Steam doesn't count as an achievement. The global unlock rates shown here are a September 25, 2026 snapshot (day two of launch) — the shape of the curve is settled, but the exact tenths will drift as the player base grows.
The Rarity Curve
Global unlock rates ranked from most common to rarest (Steam data, snapshot of September 25, 2026):
- 95.2% — the starter: everyone who finishes the opening.
- 77.5% / 76.1% / 71.2% — early progression: the first major beats, where most players are.
- 61.2% — past the first act: a meaningful early drop-off.
- 46.9% / 45.4% / 45.0% — the mid-story cluster: half the player base converges here.
- 31.4% / 18.9% / 10.3% — late-story milestones, each marking a campaign gate.
- 8.6% → 3.5% — endgame objectives: the completionist phase begins.
- 1.3% → 0.1% — the rare tail: collectible cleanups, New Game Plus objectives, and the completionist trophies.
What the Curve Says About Difficulty
Two shapes stand out. First, the 10.3% → 8.6% step sits right where the story's late campaign gates are — the community's first "where is everyone stuck" discussion. Second, the sub-1% tail (multiple achievements at 0.1–0.6% on day one) is where the Platinum-adjacent objectives live — the collectible-style cleanups only completionists touch. Day-one percentages overstate rarity slightly: the launch-window player base was smaller and skewed toward dedicated players, so treat the rare tail as a ceiling. The page re-snapshots periodically rather than continuously — each refresh updates the last-modified date, so the date at the top is always the currency of the data.
PlayStation Players: The Trophy Mirror
PlayStation tracks the same list as 50 trophies (the Steam 49 plus a Platinum). The full PSN breakdown, the Platinum route, and live tracking are on the trophy guide page. One reminder: PS5 Digital Deluxe early access players started two days early, so day-one percentages skew toward that group.


