How to use this board
How to use this board quick checks
- Re-read “How to use this board” goal before leaving the van
- Apply one how-to-use rule on the next building only
Group achievements by the system they teach. Escape and failure trophies teach extract timing. Repair trophies teach minigame patience. Scavenger and Historian teach long-session looting. Vending trophies teach economy. Co-op prank trophies teach that your friends are also interactable objects with hitboxes and feelings.
How to use this board checkpoint
Before continuing “How to use this board”, confirm the van list is still accurate and that you are not carrying a duplicate part the team already banked.
Early Access may add achievements later; this page tracks the launch set of 35 verified on 2026-07-19 from the Steam community stats board.
Full achievement list
| Achievement | Description |
|---|---|
| High Up | Get caught up by a tornado for the first time. |
| First Day Star | Succeed at a repair minigame for the first time. |
| Not This Time | Fail to escape the city for the first time. |
| First Escape! | Escape the end tornado for the first time. |
| First Day Fail | Fail at a repair minigame for the first time. |
| Little Treat | Buy something from the vending machine for the first time. |
| Dead? Me? | Be revived after passing out in game. |
| Bulls Eye | Hit a bulls eye on the dart board in the van. |
| On Fire | Get damaged by fire for the first time. |
| Walker I | Walk 10 km. |
| Electrified | Get hit by lightning for the first time. |
| Big Spender I | Spend 100 tokens in the vending machine. |
| Mary Poppins | Get caught up by a tornado while holding an umbrella. |
| Electric Friendship | Shock your friends with the defibrillator. |
| Porcupine | Have 10 darts on you at the same time. |
| Lone Wolf | Escape the end tornado alone. |
| Worst Mechanic | Fail at a repair minigame 15 times. |
| Historian I | Collect 10 information related collectables. |
| Tire-d | Change 4 flat tires in the van. |
| Tranquilizer | Hit other players with darts 50 times. |
| The Suck Zone | Throw a dart into a big tornado, close enough so it doesn’t fall to the ground. “It’s the suck zone” |
| Big Spender II | Spend 500 tokens in the vending machine. |
| Scavenger I | Collect 100 items found in the city. |
| Benjamin, Who? | Avoid lightning damage by holding the portable conductor when hit. |
| Up Here! | Get on top of the van for the first time. |
| Big Spender III | Spend 1000 tokens in the vending machine. |
| Energy Drunk | Drink 5 energy drinks in a minute. |
| Designated Driver | Win without ever leaving the van. |
| Walker II | Walk 50 km. |
| Scavenger II | Collect 250 items found in the city. |
| Historian II | Collect 50 information related collectables. |
| Walker III | Walk 100 km. |
| Historian III | Collect 100 information related collectables. |
| Scavenger III | Collect 500 items found in the city. |
| Protocol Nerd | Trigger all protocol information. |
For “How to use this board” specifically, treat Funnel Runners Early Access as a living system: re-open the van diagnosis every seed, refuse open-ground greed after airborne debris appears, and convert inventory into repairs before optional Historian or token goals. That single discipline keeps “How to use this board” useful when patches rename UI chrome or when co-op voice chat collapses into noise.
Section “How to use this board” on /achievements/ is complete when you can state the next tool you need, the next building type you will open, and the weather cue that cancels the plan without argument from teammates.
Efficient completion routes
Efficient completion routes quick checks
- Re-read “Efficient completion routes” goal before leaving the van
- Apply one routes rule on the next building only
Natural play completes First Day Star or Fail, High Up, On Fire or Electrified, and First Escape! or Not This Time. Push Scavenger and Walker simply by not extracting the instant the van is ready on a few safe runs. Big Spender needs intentional token routes. Protocol Nerd and Historian III need dedicated collectible focus after you can escape on demand without inventing new ways to die.
Session themes
- Escape lab with no optional loot
- Repair lab that accepts fails and finishes Worst Mechanic slowly
- Economy lab for tokens and vendor
- Collectible lab for Historian pathing
- Chaos lab for darts and defib with consent
Multiplayer-only lines include Electric Friendship, Tranquilizer, and easy revives for Dead? Designated Driver needs a team that tolerates a permanent backseat legend who never leaves the van while everyone else treats the suburb like a delivery network.
Efficient completion routes micro-plan
- Apply one rule from “Efficient completion routes” on the next building
- Return heavy loot before expanding the ring
For “Efficient completion routes” specifically, treat Funnel Runners Early Access as a living system: re-open the van diagnosis every seed, refuse open-ground greed after airborne debris appears, and convert inventory into repairs before optional Historian or token goals. That single discipline keeps “Efficient completion routes” useful when patches rename UI chrome or when co-op voice chat collapses into noise.
Notes and gotchas
Notes and gotchas quick checks
- Re-read “Notes and gotchas” goal before leaving the van
- Apply one notes rule on the next building only
Mary Poppins requires being lifted while holding an umbrella—do not confuse it with a skill medal. The Suck Zone needs a dart that stays aloft in a big tornado; treat it as a stunt window, not a beginner task. Energy Drunk needs five energy drinks in a minute—stack inventory first so the clock is the only enemy.
For “Notes and gotchas” specifically, treat Funnel Runners Early Access as a living system: re-open the van diagnosis every seed, refuse open-ground greed after airborne debris appears, and convert inventory into repairs before optional Historian or token goals. That single discipline keeps “Notes and gotchas” useful when patches rename UI chrome or when co-op voice chat collapses into noise.
Achievements FAQ
How many achievements are there?
35 on the Steam achievements board at the 2026-07-19 verification for app 3712080. Asked as “How many achievements are there? ” on /achievements/: Recommended RAM sits at 32 GB for high presets with friends online. Next action after considering “How many achievements are there? ”: Windows Steam remains the only listed platform at the July 2026 check. Training takeaway tied to “How many achievements are there? ”: Early Access biome promises include plains, sierras, and desert directions.
Are any missable forever?
These are repeatable-session goals, not single-save story flags. Asked as “Are any missable forever? ” on /achievements/: Night mode already shipped from beta feedback before public EA. Next action after considering “Are any missable forever? ”: Very Positive launch reviews are a snapshot, not a lifetime grade. Training takeaway tied to “Are any missable forever? ”: Umbrella lifts create Mary Poppins, not a survival strategy.
Do achievements grant items?
Steam achievements are tracking medals. Asked as “Do achievements grant items? ” on /achievements/: Portable conductor ownership should be announced on lightning rolls. Next action after considering “Do achievements grant items? ”: Extract callers prevent democracy deaths in the final F5 window. Training takeaway tied to “Do achievements grant items? ”: Duplicate tools at the van hood beat hidden backpack stashes.
Section “Notes and gotchas” on /achievements/ is complete when you can state the next tool you need, the next building type you will open, and the weather cue that cancels the plan without argument from teammates.