Playrooms 100% Completion Checklist (2026)
A Playrooms 100% checklist for 2026 covering all 30 achievements, 20 sparrows, 14 office items, eight pits and the two hardest challenge runs.
Quick answer: A full Playrooms completion means 30 achievements, eight cleared pits, 20 sparrows, 14 office items, the hidden whale, and two challenge tasks: a single-colour pit and a run without a replacement. Do the story first, then the collectibles, then the challenge runs.

The short version
If you want one paragraph instead of a checklist: finish the game normally, buy every upgrade and the robot as you go, clear every pit, then replay the rooms for sparrows and office items, then do the single-colour pit, then finish with the no-replacement run and the 100,000-ball grind.
The long version is below, grouped so you can stop at any tier.
Tier 1: Story and rooms
These come naturally if you play to the end.
- Enter every room (unlocks the eight entry achievements).
- Clear all eight pits (unlocks "Model employee", "Hooray" and the per-room clear achievements).
- Fill the final pit and walk through the exit ("Clock out").
- Discover every room in a single save ("Door Operator").
There are eight pits: Playroom, Poolroom, Backrooms, Waiting Room, Office, Hotel, School and the final pit. The all rooms guide→ has the order and the gimmicks.
Tier 2: Upgrades and tools
- Fully upgrade all hand skills ("Mighty Hand").
- Max out every possible upgrade ("Fully equipped").
- Buy your first vacuum robot ("A new colleague").
- Buy the whiteboard upgrade and use it at least once. It is not tied to an achievement, but it is part of the full toolset.
- Try the two-hands upgrade. It lets you carry two tools at once and changes the routing in the larger rooms.
The upgrade economy runs on delivered balls, so Tier 1 and Tier 2 overlap. Buy capacity early; it pays for itself faster than any other upgrade.
Tier 3: Collectibles
- Find 20 sparrows ("All the chirps").
- Find 14 office items ("Eagle Eye").
- Find the whale ("Out of water").
- Trigger the cat interaction ("Free Lexi", hidden).
The sparrow guide→ explains why there is no fixed location list and how to search by room. The office items are physical objects on desks and shelves; check every side room before you leave it.
The whale is a hidden find rather than a collectible with a counter. It is out of water, which is the clue: look in the rooms where water or a pool is part of the set.
Tier 4: Challenge tasks
- Fill a ball pit with a single colour ("Colour is a distraction").
- Deliver 10,000 balls ("10.000 reasons to quit").
- Deliver 100,000 balls ("And they keep coming").
- Finish a run without a replacement ("No re-hires needed").
The single-colour pit is easiest in the Playroom or the Waiting Room. The 10,000-ball milestone comes with normal play; 100,000 is a long-tail grind and the last thing most players finish.
The no-replacement run is the only task that can fail. Do it on a dedicated save with the fear settings lowered. The no-rehires guide→ covers the route.
Suggested order
- Play the story. Do not hunt collectibles on the first pass; the rooms are more readable once you know the pit routes.
- Buy upgrades as you go. Capacity first, then tools, then the robot, then the cosmetic and utility upgrades.
- Replay for sparrows and office items. Use the room guides and the search patterns rather than a fixed list.
- Do the single-colour pit. Small pit, large ball supply, no time pressure.
- Do the no-replacement run. Fresh save, low fear, known routes.
- Grind the 100,000-ball milestone. Farm a high-density room with a short route.
The no-replacement run is easier if you keep a save that has not used a replacement. Do not overwrite it while you hunt collectibles on another slot.
What counts and what does not
Counts toward 100%: achievements, pit clears, sparrows, office items, the whale, the cat event.
Does not count: reading every email, finding every story note, buying every cosmetic. These are optional and do not appear on the achievement list.
Missable in practice: the final pit. Once the run ends, you cannot return to the same save. Finish the collectibles before you step through the exit.
How long does 100% take?
The story is short; the completion is not. The room clears take a few hours, the sparrow hunt depends on luck and thoroughness, and the 100,000-ball milestone is the long tail. Most of the time is spent in the large rooms rather than in the hard ones.
If you only want the achievement count, you can skip the story notes and the cosmetic upgrades. If you want the "100%" feeling, do the notes too; they are the best part of the writing.
Common completion mistakes
Ending the run before the collectibles. The final pit is a point of no return in that save.
Hunting sparrows during a pit clear. The noise masks the chirp.
Using a replacement on the no-replacement run. The achievement is per run, not per save file.
Grinding 100,000 balls in a small room. The large rooms pay better per trip.
About Playrooms (2026)
Playrooms is a single-player casual simulation game with horror elements from Two Pixels UG. It released on November 4, 2026 for Windows PC via Steam at $6.99, and it includes 30 achievements across eight ball-pit areas.
You can check the Steam store page ↗, the official news feed ↗ and the community discussions ↗ for the current build.
Official source: Playrooms Steam achievements ↗
FAQ
What counts as 100% in Playrooms? All 30 achievements, which cover the eight pits, 20 sparrows, 14 office items, the whale, the cat event and the challenge runs.
Can you get 100% after finishing the game? Not in the same save. The final pit ends the run; use another slot for cleanup.
How long is the 100,000-ball grind? It is the longest task in the game. Farm a large room with a central pit and a short route.
Do story notes count toward completion? No. They are optional, though they are worth reading once.
Is there a chapter select? No. Plan each save around what you still need.

