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Please don't spread misinformation. 0.1% of total database over time is according to https://steamdb.info/app/627690/charts/ between 0.1% of 427.5k and ~3.20M wich mean counting on the rounding between 213 & 1594 developpers in the team, I doubt there is so much in an indie team. If the number was just devs, the percentage should be rounded to 0% as observed in plentry of other steam achievements.
ie, game with 0% achievements:
https://steamcommunity.com/stats/897330/achievements/
https://steamcommunity.com/stats/265990/achievements/
https://steamcommunity.com/stats/463530/achievements/
That said, maybe you're right, you could have tried through SAM and it's not working, I've not, but there is other ways to get them to have reach 0.1% completion & that 0.1 is more than just devs, so I'll enhance my previous post. Maybe through idle-combos (it allows you to redo already done variant, a thing that should not be possible if the safenet was coded well. As they are datamined by people out of CNE people, those variants/adventures are already somewhere in the client (as it's proven by legit users getting a temporal access to them like Kaysoky above)). Maybe other way I didn't eard about. But I won't seek for them or a way to cheese the achievements, or what works or not. Personnaly, I'm not affected by waiting a month to do them anyway.
PS: maybe there was [↓214-640] to [↑1595-4807] players who managed to do them just in between the time frame they were open, but I doubt so as the steam average players base has fallen around 3500 now and the variants disappeared the very evening they were released (I didn't even seen them, personnally).