Choices & Endings Guide - Every Route
The obey-or-resist axis behind every ending: what the official material confirms about the diligent route, quiet resistance, and making a difference or dying trying.
Quick Answer: How Many Endings Are There?
Multiple — that is official. The exact count is not confirmed at launch. The store text describes three choice archetypes: be useful and live to see tomorrow (obedience), work against the demons from within (quiet resistance), and make a difference or die trying (open defiance). Each archetype has its own endings page; treat them as directions until the community maps the exact tree.
The One Axis That Matters
Every confirmed system points at a single spectrum: obedience versus resistance. Tasks, conversations and exploration all live on it. Complete every memo without defiance and you drift toward the diligent route; keep the job but chase hidden information against the regime's interests and you are resisting quietly; refuse in the open and you are spending your survival ticket on making a difference.
Where Choices Appear
- Task decisions — complete, refuse, or sabotage the assignment
- Dialogue with demons and survivors (the Receptionist is the visible example)
- What you do with hidden information once you have it
- Who you help, and what it costs your standing
Playing for More Than One Ending
Choice-driven games usually lock routes, and the obedience axis here suggests branches that cannot coexist. The safe launch-week plan: one run per archetype, and let the ending-related Steam Achievements (achievements are confirmed at launch) double as your route checklist once the list is public.
Published September 28, 2026 · Last updated September 28, 2026