There are 12 Can Em All achievements — 8 visible and 4 hidden — and a 100% completion run needs every one of them plus the ending itself. Six of the twelve are about volume (kills, cans shipped, children fed) and the rest are about doing something the game never asks you to do. None of them need more than an afternoon once you know what each one is waiting for.
All 12 Can Em All achievements, visible and hidden
The eight visible ones sit in the normal progress flow:
- First Blood — kill your first creature.
- Collateral Damage — kill 10 creatures at once with an explosive bullet.
- Feeding the Future — feed 100 children.
- Ending World Hunger — feed 10,000 children.
- World's Greatest Humanitarian — feed 100,000 children.
- A Fresh Start — sell your factory for the first time.
- Freedom at Last — discover the game's ending.
- The Perfect Employee — purchase every permanent upgrade.
The four hidden ones carry a hidden icon and only fire when you break the normal loop — crushing something that is still alive, or shipping the wrong thing. Two of them end your current shift, so the hidden achievements guide covers the timing as well as the actions, and Fresh Meat gets its own page because it has three different ways to trigger it.
What a 100% completion run requires
A 100% run is a checklist, and it is shorter than it looks. You need all of the following:
- Every normal upgrade in the skill tree bought, including the final one that unlocks the ending.
- The ending triggered, which pops Freedom at Last.
- The factory sold at least once, which pops A Fresh Start.
- Every permanent upgrade bought, which pops The Perfect Employee.
- The three feeding totals pushed up — 100, then 10,000, then 100,000 children fed.
- All four hidden triggers performed.
Feeding children means putting cans into the delivery tube, and the counter is cumulative across the whole playthrough, so 100,000 children is the total of every run you have ever done, not one shift. That is why the feeding achievements belong at the end of a run rather than the start.
The ending itself is a short, fixed route — buy everything, buy the final upgrade, take the elevator — and the ending guide spells out each step, including where the last key actually comes from.
For Collateral Damage specifically, one explosive bullet has to kill ten creatures with a single shot. Fire it the moment a truck arrives, while the creatures are still bunched at the door, rather than picking them off one at a time.
Order matters: prestige first, feeding totals after
Two ordering traps catch most people on a first 100% attempt.
The sell-factory offer arrives by email, and it only appears once you have bought every normal upgrade except the final one — and it can land many days after the upgrades themselves. One player had every upgrade by around day 3 and only received the email on day 23. Until you open the email and accept the offer, nothing happens at all.
Buying every permanent upgrade resets the counter of fed children. Do the prestige step first and rebuild the feeding totals afterwards, or you will have to feed 100,000 children twice. What a sale wipes, what it pays out and why it should happen after the ending are all covered in the selling the factory guide, and the exact sequence for buying out the permanent tree is in the Perfect Employee guide.
If the run refuses to move forward after the final upgrade, that is usually one of three separate bugs rather than a missing step — the stuck in the endgame guide tells them apart.