All Loop Badges
How to earn every confirmed Alpha badge — from Welcome to Pure Skill and Pocket Full.
Badges are Loop’s clearest progress receipts. In this Roblox liminal roguelike by Gazing at the Moon (Runaaruu), a Day can end in a clean EXIT, a Blue Screen from PopUp.exe, a grin from a Smiler, or a silent kill from Standing Man — and each path can stamp a different badge. This guide covers every badge verified through the Roblox badges API for place 97694772546348 / universe 10749778558, with practical how-tos and links into the rest of the wiki. Loop has been in Alpha / early access since 2026-08-21, so badge text and edge cases can still shift; treat in-game descriptions as the final rule when a patch notes a change.
New players should skim Getting Started and the Guides Hub first. Day pacing lives on Day Progression; entity counters live under Players.
Badge map at a glance
| Badge | Core requirement (confirmed) |
|---|---|
| Welcome | Enter / begin the Loop experience |
| Not Alone | Share the loop with others (co-op presence) |
| Day 5 / 10 / 25 / 50 | Survive to that Day depth |
| EXIT | Escape via EXIT on purpose |
| Anomaly | Encounter / survive the anomaly layer |
| Death Any% | Die on Day 1 |
| Two Flashlights? | Hold two Flashlights at once |
| Close Call | Survive a MineSpider that failed to explode |
| Too Many Smiles | Face 4+ Smilers in a single Day |
| Stop Smiling | Stun a Smiler |
| Just Standing There | Die to Standing Man |
| OOOOH MY PC | Fail PopUp.exe into a Blue Screen |
| Pure Skill | Reach Day 20 with no purchases, solo |
| Pocket Full | Bank 10,000 Coins before Day 20, solo |
No promo codes unlock badges — none are documented on the Codes Hub.
Onboarding badges
Welcome
Welcome is the door badge. Join the place, load into the loop, and the stamp usually follows without a special route. If it does not appear immediately, finish the first spawn / tutorial beat and check Roblox inventory after the session. It does not require EXIT, Day depth, or combat skill.
Not Alone
Not Alone rewards sharing the Alpha with other players. Loop supports solo and online co-op up to 30, so public servers are the natural farm. Practical tips:
- Prefer a populated public lobby over an empty private when hunting this badge.
- Stay long enough for co-op presence to register — bounce-joining for one second is unreliable.
- Use the session to practice callouts you will need later (Co-op Tips).
Not Alone is social proof, not a skill ceiling. Earn it early, then stop treating every public lobby as mandatory.
Day depth badges
Day 5, Day 10, Day 25, and Day 50 mark survival depth, not story chapters. They stack with shop economy, flashlight discipline, and entity literacy.
Route advice:
- Days 1–5 — learn missions, light, and basic Smiler stuns (How to Stun Smilers).
- Days 6–10 — respect MineSpider spacing and stop dying to greed (MineSpider).
- Days 11–25 — anomalies matter; treat PopUp.exe as a hard interrupt (Anomalies).
- Days 26–50 — fatigue kills more runs than “secret” mechanics; schedule breaks and consider a planned EXIT after a personal best.
Full pacing, Pure Skill, and Pocket Full planning: Day Progression.
Escape and anomaly badges
EXIT
EXIT is intentional escape — not death. Find the escape threshold, clear the approach (Smilers, Standing Man idle frames, MineSpider lanes), then interact deliberately. Coordinate in co-op so nobody grief-triggers or abandons mid-prompt. Deep walkthrough: How to EXIT.
Anomaly
Anomaly recognizes contact with Loop’s systems-layer hazards. The teachable face of that class is PopUp.exe. Play enough Days with anomaly attention and you will earn recognition for engaging that layer — but do not confuse the Anomaly badge with the failure meme badge below. Read Anomalies for interrupt priority.
OOOOH MY PC
OOOOH MY PC is the Blue Screen stamp: fail to stop PopUp.exe and eat the Blue Screen. It is a “lesson learned” badge, not a prestige route.
- If you want it once for completionism, ignore a PopUp.exe on a disposable Day 1–2 run.
- If you are pushing Day 25 / 50, Pure Skill, or Pocket Full, treat OOOOH MY PC as a wipe to avoid.
- After any Blue Screen, note what you were multitasking — coin greed and mid-chase UI are the usual culprits.
Death and entity badges
Death Any%
Death Any% requires dying on Day 1. It is the speedrun-flavored failure badge.
Fastest honest methods:
- Walk into the first lethal entity you understand (Smiler chase, MineSpider blast, or Standing Man idle).
- Or fail PopUp.exe early if it appears — that can also Blue Screen, which may stack learning with OOOOH MY PC on a throwaway run.
Do this on a fresh attempt you do not care about. Do not burn a Pocket Full coin lead for a meme death.
Just Standing There
Just Standing There means dying to Standing Man. Idle posture does not mean safe. Learn his silhouette language on Standing Man, then — only if you want the badge — commit a controlled death on a low-value Day. For serious pushes, treat Standing Man as a pathing problem, not a farming tool.
Stop Smiling
Stop Smiling = stun a Smiler. Carry light, square the camera, confirm the stun reaction, create space. Full technique: How to Stun Smilers and the entity page Smilers. Most players earn this naturally while learning flashlight discipline.
Too Many Smiles
Too Many Smiles asks for four or more Smilers in one Day. You lean into smile pressure instead of closet-camping forever.
- Keep flashlight uptime high (Flashlight & Two Flashlights?).
- In co-op, call grins and rotate stun duty so one player is not light-starved.
- Seek wings that keep spawning pressure rather than soft-locking in one safe room.
- Track the count mentally; Alpha UI may not billboard progress.
Too Many Smiles pairs with Stop Smiling skill — stuns keep a four-Smiler Day playable.
Light and pressure badges
Two Flashlights?
Hold two Flashlights at the same time. Buy, find, or trade into a dual-light loadout, then keep both in inventory/hands as the badge expects. Light roles, beam discipline, and why dual light matters on EXIT approaches: Flashlight guide. Pure Skill runs complicate purchased lights — earn Two Flashlights? on a normal spending run first.
Close Call
Close Call is awarded when you survive a MineSpider that failed to explode. Learn MineSpider tells on MineSpider before farming it. Keep squads spread so one real blast cannot wipe the lobby while you look for a dud. Spacing still matters when the explosion is live. After Alpha patches, re-read the Roblox badge text in case the fail-to-explode wording is tuned.
Solo challenge badges
Pure Skill
Pure Skill = Day 20, no shop purchases, solo.
- Coins may accumulate; spending them in the Upgrades / Items shop voids the attempt.
- Dual flashlight advantage from buys is gone — scavenge and aim better.
- Public 30-player walls do not count; stay solo for the full run.
Training plan and pacing brackets: Day Progression.
Pocket Full
Pocket Full = 10,000 Coins before Day 20, solo.
- Mission efficiency and death tax matter more than vanity spends.
- Purchases can help you survive to keep earning — unlike Pure Skill — but every buy slows the total.
- Do not combine Pure Skill and Pocket Full on one attempt; shop philosophies conflict.
If you hit 10k early, consider a safe EXIT rather than gambling the lead into a wipe.
Suggested badge order (account progression)
- Welcome → Not Alone → Death Any% (throwaway Day 1).
- Stop Smiling → Two Flashlights? while learning light (Flashlight).
- EXIT once you can find the door without panicking.
- Day 5 / 10 on public or private — your choice (Co-op Tips).
- Anomaly awareness; optionally accept OOOOH MY PC once on a junk run.
- Too Many Smiles when stun timing is boring.
- Just Standing There only if you want completion — otherwise avoid Standing Man deaths.
- Day 25 / 50 as stamina projects.
- Pocket Full and Pure Skill as separate solo seasons.
- Close Call whenever clutch play and live criteria align.
Related wiki routes
- Progression: Day Progression · How to EXIT · Guides Hub
- Combat / light: Stun Smilers · Flashlight · Co-op Tips
- Entities: Players · Smilers · MineSpider · Standing Man · Anomalies
- Economy / promos: Codes (none active documented)
Badge hunting in Loop is a curriculum: social stamps, depth stamps, failure stamps, and discipline stamps. Pick the next badge that teaches a skill you still lack — then let the Roblox inventory catch up to the player you are becoming in the dark.
Frequently Asked Questions
Quick answers to the most common questions.
How many badges does Loop Alpha have?
The verified set includes Welcome, Not Alone, Day 5/10/25/50, EXIT, Anomaly, Death Any%, Two Flashlights?, Close Call, Too Many Smiles, Stop Smiling, Just Standing There, OOOOH MY PC, Pure Skill, and Pocket Full. Alpha can add more later.
What is Death Any% in Loop?
Death Any% is earned by dying on Day 1. Use a throwaway run — walk into a known lethal threat or fail an early PopUp.exe — instead of burning a serious streak.
How do I get Too Many Smiles and Stop Smiling?
Stop Smiling requires stunning a Smiler with flashlight control. Too Many Smiles requires encountering four or more Smilers in a single Day. See How to Stun Smilers.
Are Pure Skill and Pocket Full co-op badges?
No. Both are solo challenges: Pure Skill is Day 20 with no purchases; Pocket Full is 10,000 coins before Day 20. Run them separately.
Do codes give Loop badges?
No promo codes are documented for Loop Alpha. Badges come from gameplay. Check the Codes Hub only if future promos appear.