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Master Of Pottery All 12 Achievements

Day-one unlocks, hall grind, SSS, apprentices, and the 100% capstone.

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Achievement Guide

Master Of Pottery ships twelve Steam achievements. Two fire on the first career day if you follow the tutorial. The rest are counters: exhibitions held, ads bought, works sold, booths built, decorations owned, SSS grades, graduated apprentices, yen earned, tourists through the door, pots in the warehouse. Highest achievement is the meta-unlock for having the other eleven. None of them require online rooms, but version 1.0’s public rooms and live tourist comments make the hall grind less blind.

Play the career. Do not reset for trophies. A healthy save that throws often, exhibits often, and keeps a warehouse will 100% without a separate achievement run. Typical completion time for players who already understand the kiln is in the high single-digit hours of real time, stretched across many in-game days because inspiration caps how many pots you can make.

First work

Finished the first work. Throw, fire, paint if the tutorial asks, and complete the piece. Rank does not matter. If the toast does not fire, you have not actually finished the work: still sitting on the wheel or still in the kiln does not count.

Grand opening

Held an exhibition. Place that first work on a booth, then use the lower-right control that advances to exhibition day (the two-arrow Next: Exhibition Day action). Opening the hall with nothing on a plinth is not an exhibition. This is still a first-session unlock.

Marketing expert

Publicized 20 times. Open the advertising tab (television icon) and buy publicity. Newspaper-level ads are the efficient default; you need the count, not the most expensive slot every morning. Twenty days of a cheap ad will do it. Higher ads can help tourists on strong days but are not required for the toast. Do not skip this until the end; drip it while you play.

Art merchant

20 works sold. Tourists and mail buyers purchase pieces they like. Price reasonably, keep variety on the floor, and fulfil orders. Selling twenty is a business counter, not an SSS counter. Cheap C-tier pots count. If nothing sells, your heat is stale or your prices are fantasy; rotate the hall using the exhibitions habits.

Large exhibition hall

All booths were built. Buy every booth upgrade. The first extra plinth is cheap; later ones step up in yen. More booths also help tourist flow, so this is both an achievement and a hall upgrade. Build them when exhibitions are paying, not instead of ever buying clay.

Decoration enthusiasts

Had 10 decoration assets. Buy from the decoration shop on the map, then equip in the decoration tab (brush icon). The pool includes walls, floors, ceilings, plants, benches, and booth skins. Some cost yen, some cost raw material that buyers and graduated apprentices leave. You need ten owned assets, not ten rooms. Shop, equip, toast.

Pottery master

Made 10 SSS-level works. This is the craft wall. SSS wants expensive late clay, glaze, and patterns, many throwing and paint strokes, up to 50 parts, an inside-out kiln, and style match. Read the SSS rank guide and the clay list before you burn ten premium bags on mid grades. Warehouse the keepers; you will also need Collector.

Culture succession

10 apprentices finish their apprenticeship. The apprentice system stays locked until reputation 500. After that, students mail you. Accept them, teach, and let them graduate. Ten graduates is a long counter. Do not ignore mail. Reputation comes from exhibitions, sales, and visible work in the hall, so this achievement is downstream of a living showroom, not a side minigame you can cheese on day two.

Business elite

Get 500,000 income. That is lifetime income in yen, not cash on hand. Tickets, sales, and orders all feed it. Expanding booths, dripping ads, and putting actual good work on plinths is the path. Refunding the store does not rewind the counter; just keep running the hall.

Tourist attraction

50,000 tourists visited. Check total visitors on the Information screen. This is the long grind. Better work, more booths, ads, and rotating pieces when heat stops moving are the levers. Version 1.0’s real-time tourist comments during exhibitions tell you which piece might get a purchase request; use that to keep popular work on the floor instead of guessing.

Collector

30 works in the warehouse. You can only produce so many pieces per day (inspiration starts at 100, about two pots, less if you teach or run shop work). Selling everything starves this counter. Keep thirty. Tea House drinks from the inspiration guide raise the daily cap toward 150, which is how you fill a warehouse without a hundred empty calendar days. Exporting a work to disk is not the same as warehouse storage; put the pots in the in-game warehouse.

Highest achievement

Get all achievements. Fires when the other eleven are done. If it does not, wait for the last toast (Collector and Tourist attraction are the usual holdouts) and restart the game once if Steam is slow to handshake.

Suggested order, not a speedrun

Natural order: First work, Grand opening, then Marketing expert and Art merchant while you expand booths (Large exhibition hall) and decorations (Decoration enthusiasts). Start SSS attempts once late clay is affordable (Pottery master). Hit reputation 500 and run apprentices in parallel (Culture succession). Income and tourists accrue if the hall is open (Business elite, Tourist attraction). Collector is a discipline problem: stop selling every cup. Highest achievement is the ribbon.

Online tokens from creating rooms do not replace any of these counters. They are a 1.0 feature. Play public rooms if you want tokens faster; come back to the career for the twelve.

If a counter looks frozen, check the obvious: ads not bought, booths not built, warehouse empty because you sold the stock, apprentices never accepted, SSS attempts on starter clay, exhibitions skipped. The achievements are honest. The kiln is the only one that feels like a boss, and even that is just inside-out firing plus materials. Finish the pots, open the doors, keep thirty, teach ten, and Steam will eventually spell Highest achievement in its slightly awkward English.

FAQ

Frequently Asked Questions

Quick answers about throwing, firing, and running your showroom.

Which achievements are missable?

None are permanently missable on a living career save. Collector is the one people delay by selling every pot. Culture succession cannot start before reputation 500.

Does SSS rank matter for First work?

No. First work only needs a finished piece. SSS is exclusive to Pottery master (10 SSS works) and, by extension, Highest achievement.

How do I unlock apprentices?

Reach 500 reputation, then accept students from mail. Culture succession needs ten to finish their apprenticeship. The apprentices guide covers teaching flow.

Why is Collector so slow?

Inspiration limits daily throws, and selling stock removes warehouse pieces. Keep thirty works, raise the inspiration cap at the Tea House, and stop emptying the shelves.

Do online rooms give achievements?

No extra Steam achievements. Rooms earn online tokens (faster in public rooms). The twelve career unlocks still come from works, the hall, ads, and apprentices.

What is the last achievement most players get?

Tourist attraction (50,000 visitors) or Collector (30 warehouse works), then Highest achievement. Pottery master can also lag if kiln timing or materials are weak.