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Challenges and Goals

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Language: English · Português (Brasil)

Challenges and Goals

Beyond the high score, Flapforge gives every run a structured target: seven challenges, 41 achievements, milestone bars and collection percentages. They all live on one screen, the Goals item of the Home Hub's bottom navigation, and they all pay coins through the same wallet as a normal run (see Shop and Upgrades).

The Goals screen, Challenges tab

The Goals screen on its first tab: the seven challenges, the selected one's detail block and its Play button.

The Goals screen

The screen has four tabs, stepped with the arrow keys or clicked directly:

Tab What it shows
Challenges the seven challenges in content order, with a detail block and a Play button
Achievements all 41 achievements, unlocked ones with their date, hidden ones as ???
Milestones the level bar, then the five nearest thresholds with a progress bar each
Collections one bar per content category: how much of it you own, and a total

Only the Challenges tab starts a run; the other three are read-only. The header of the Achievements tab counts them ("12 of 41 unlocked").

Challenges

A challenge is a self-contained run: the challenge fixes the world, the tier, the rules, any forced modifier cards and, for one of them, its own boss. Everything else — your bird, its palette and your loadout — comes from the profile. A challenge is playable whether or not its world is unlocked: the world is a place, never a requirement, and three of the seven play in worlds a fresh profile does not own. No modifier drafts are offered during a challenge.

The detail block names the world, the tier, the rules ("Standard rules" when there are none), the objective in words, the rewards, and your record — "Not played yet", "Best 17 gates, 3 attempts" or "Completed". Locked challenges show their unlock condition instead.

Id Name World Tier Rules Objective Unlocked by First-clear reward
no_shield_1 No Shield I Green Fields Normal NO_DEFENSIVE_ABILITIES Survive 30 gates Pass 20 gates in one run, or play 12 runs 200 coins + Ember palette (Forgewing)
speed_run_1 Speed Run I Wind Valley Normal SPEED_RAMP: the world keeps accelerating Survive 30 gates Pass 25 gates in one run, or play 15 runs 250 coins + Comet palette (Zephyr)
tiny_wings_1 Tiny Wings I Green Fields Normal FLAP_VELOCITY ×0.7, classic curve Survive 20 gates Pass 15 gates in one run, or play 10 runs 150 coins
moving_world_1 Moving World I Green Fields Normal ALL_OBSTACLES_MOVE Survive 25 gates Clear Green Fields, or pass 300 gates in total 250 coins + Bronze palette (Ironbeak)
one_life_1 One Life I Iron Forge Normal NO_DEFENSIVE_ABILITIES, NO_REVIVE Survive 30 gates Complete No Shield I, or play 25 runs 400 coins + the Invulnerability ability
coin_rush_1 Coin Rush I Wind Valley Normal COIN_SPAWN_RATE ×3, starts with Coin Drops Collect 60 coins Earn 1000 coins in total, or reach level 6 300 coins + Gilded palette (Jackdaw)
boss_corridor_1 Corridor Boss Green Fields Normal fixed corridor (corridor_1), own boss at gate 20 Clear the boss Clear Green Fields, or reach level 12 500 coins + the Nightmare tier

Notes on the table:

  • "Clear Green Fields" means surviving the Green Fields world boss once (see Worlds and Bosses). Every condition is an either/or: the first branch you meet opens the challenge.
  • The objective is judged every tick and latched the moment it is met — an "Objective complete" toast appears and the run simply continues, so you can keep flying for coins.
  • The first completion pays the coins and the unlock listed above; every later completion pays only the 100-coin challenge bonus of the reward formula (see Playing a Run).
  • The Corridor Boss is the challenge's own boss: it warns 120 ticks ahead of gate 20 and must be survived for 900 ticks (15 seconds). It is not a world boss, so it neither pays the world boss reward nor counts toward the boss achievements below.
  • The four palettes are cosmetics for the named birds; Invulnerability joins the abilities you can equip; the Nightmare tier appears in the difficulty row (see Game Modes and Difficulty).

Tip: the challenges are the cheapest way into Nightmare and into Invulnerability. Both boss_corridor_1 and one_life_1 have a purely time-based fallback (level 12, 25 runs), so a patient player reaches them without ever buying anything.

Achievements

Achievements are judged automatically whenever a run finishes and whenever a purchase lands. Each one is a single condition in one of three scopes — a lifetime counter, a record of the run that just ended, or a collection percentage — and each fires exactly once, pays its coins and shows a toast. Two are hidden: they are judged like any other, but the list shows ??? and "A hidden achievement" until they fire, and they never get a milestone bar.

Id Name Condition Coins
first_flight First Flight Finish a run 25
frequent_flyer Frequent Flyer Finish 25 runs 100
veteran Veteran Finish 100 runs 300
centurion Centurion Finish 250 runs 800
gates_10 Ten Gates Pass 10 gates in one run 50
gates_25 Twenty-Five Gates Pass 25 gates in one run 100
gates_50 Fifty Gates Pass 50 gates in one run 250
gates_100 A Hundred Gates Pass 100 gates in one run 600
marathon Marathon Pass 1000 gates in total 400
odyssey Odyssey Pass 5000 gates in total 1200
points_100 Hundred Points Score 100 points in one run 50
points_500 Five Hundred Points Score 500 points in one run 200
points_1000 Thousand Points Score 1000 points in one run 500
coin_collector Coin Collector Pick up 100 coins 50
treasurer Treasurer Earn 2000 coins 200
tycoon Tycoon Earn 10000 coins 800
big_spender Big Spender Spend 5000 coins 500
clean_10 Clean Ten Reach a clean streak of 10 in one run 100
clean_25 Clean Twenty-Five Reach a clean streak of 25 in one run 300
first_save Saved Have a shield absorb a hit 50
ability_adept Ability Adept Use abilities 50 times 100
ability_master Ability Master Use abilities 200 times 400
boss_green_fields Field Marshal Clear the Green Fields boss 150
boss_wind_valley Windbreaker Clear the Wind Valley boss 200
boss_iron_forge Forgebreaker Clear the Iron Forge boss 250
boss_storm_sky Stormcaller Clear the Storm Sky boss 300
boss_void Void Walker (hidden) Clear the Void boss 400
boss_hunter Boss Hunter Clear every world boss (all five) 1000
first_challenge Challenger Complete a challenge 100
challenge_master Challenge Master Complete every challenge (all seven) 750
collect_all_birds Full Aviary Unlock every bird 500
collect_all_abilities Full Repertoire Unlock every ability 500
collect_all_worlds Cartographer Unlock every world 500
collect_all_cosmetics Full Wardrobe Unlock every palette 750
completionist Completionist (hidden) Complete every collection 2000
hard_10 Hard Ten Pass 10 gates on the Hard tier 200
nightmare_10 Nightmare Ten Pass 10 gates on the Nightmare tier 500
level_10 Level Ten Reach level 10 300
level_25 Level Twenty-Five Reach level 25 1000
daily_first Daily Flyer Play a daily challenge 50
daily_week Seven Days Play seven daily challenges 300

"In one run" conditions are records of the run that just finished, so they can only fire at a run's end. "Clear" a boss means surviving a world's boss phase (see Worlds and Bosses); "daily challenge" is the Daily mode of Game Modes and Difficulty. A prestige keeps every achievement you hold and resets the challenge records.

Milestones

The Milestones tab opens with your level bar, then lists "Next milestones": the five nearest thresholds among the level rewards you have not claimed yet and the lifetime-threshold achievements that have not fired, nearest first, each with a progress bar reading "current / target". Per-run achievements report your best matching lifetime statistic (best streak, best gates, best points), so the bar still moves between runs. When nothing is left the tab says "Every milestone reached".

The level rewards are paid once, the first time you reach the level (the level cap is 50):

Level 2 5 10 15 20 25
Coins 50 150 500 800 1200 2000

Collections

The Collections tab draws one bar per content category, "owned / total (percent)", with the percentage rounded down: Birds (7), Abilities (8), Worlds (5), Challenges (7), Colours (the bird palettes), Achievements (41), Upgrades (the tree nodes) and, last, Everything. The four "Full …" achievements above fire at 100 % of birds, abilities, worlds and colours; the hidden Completionist fires when Everything reaches 100 %. The Home Hub's Profile header shows the short form, "Birds x/7 · Worlds x/5 · Achievements x/41".

Toasts and the Next unlock card

Everything on this screen announces itself where it happens. The toasts you will see:

Toast When
"Achievement: name (+n coins)" an achievement fired and paid its coins
"Unlocked: name" an unlock was granted — by a challenge reward, an achievement, a boss clear or a threshold
"Challenge complete: name" a challenge's first completion was recorded
"Objective complete" mid-run, the moment a challenge objective is met
"Level n" a level was reached (its reward, if any, arrives as coins)

The Next unlock card on the hub always names the nearest measurable unlockable still to earn: the non-cosmetic id you do not own whose closest branch is nearest to done, together with its counter ("Pass 30 gates in one run", "17 / 30"). Earnable branches count before purchase-only ones. Pressing the card opens the screen where that thing is earned: Birds, World Select, Forge, Goals or the Shop. Once nothing measurable is left, the card reads "Everything unlocked".

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