Endings Overview

Tip:
See the visual Recommended Play Order below โ€” easiest to hardest, one run at a time.

Ending Relationship Map

Five of the six endings fork out of the bath scene. The Wasted ending is the outlier โ€” it branches off earlier at Radek's place and never reaches the bath. Each bath branch is mutually exclusive: a single playthrough locks into exactly one of Willpower, Anger, Labyrinth, Escape, or Caught.

10_RadeksPlaceSide BranchScene
Drink excessivelyWasted EndingTier D
Mutual exclusivity: Willpower / Anger / Labyrinth / Escape / Caught are decided by a single choice at the bath and cannot be combined in one run. Wasted can be triggered before reaching the bath, skipping the central fork entirely.

Bath LockDoor Branching Flow

TimingSource: Bath Config.asset

The bath scene is the central fork of five endings. Every timing value below is read directly from the config asset โ€” the 4.5-second knock delay, the 2-second task delay, and the 10-second LockDoor task window are all A-level verified. Failing the LockDoor task is the mechanical trigger that drops the route into the GotCaught ending.

  1. 11_Finale_1_Bath+0.0s

    Scene loads. Bath dialogue node Ending_Bathroom_Start is queued.

    DialogueDelayOnStart 5.5s pauses the scene before the bath sequence opens โ€” the player has a brief window to settle before the knock arrives.

  2. 11_Finale_1_Bath+5.5s โ†’ knock at ~4.5s

    KnockDelayOnStart (4.5s) fires the knock that opens the bath sequence.

    After the knock, the player faces the central choice: run, stay, confront, or resolve. This single decision routes into one of five endings.

  3. 11_Finale_1_BathPlayer choice

    Player chooses: run, stay (Labyrinth), confront (Anger), or resolve (Willpower).

  4. 11_Finale_1_BathLockDoorTaskDelayOnStart 2s โ†’ 10s window

    If the player runs, the LockDoor task begins after a 2-second delay.

    LockDoorTaskDuration is exactly 10 seconds โ€” confirmed line-by-line in Bath Config.asset. The player must complete the task inside this window or the route falls into GotCaught.

  5. 11_Finale_1_BathTask outcome

    LockDoor task resolves: success routes to RanAway, failure routes to GotCaught.

Setup beat Timed window Branch point

The Wasted ending sits outside this flow โ€” it triggers earlier from excessive drinking at Radek's place and never reaches the bath scene.

Willpower Ending

S Tier
Very Hard ~90 min Trigger
Scene92_Ending_WillpowerScene
Dialogue EntryEnding_WillpowerNode

Walk away from the cycle by holding your ground and accepting genuine help. The most constructive resolution the story allows.

View Full Guide โ†’

Labyrinth Ending

S Tier
Very Hard ~120 min Trigger
Scene12_Finale_1_LabyrinthScene
Dialogue Entryโ€” state-based, no dedicated nodeScene

Instead of running or fighting, stay and walk through the labyrinth. Community-cited 'true' ending.

View Full Guide โ†’

Anger Ending

A Tier
Hard ~75 min Trigger
Scene93_Ending_AngerScene
Dialogue EntryEnding_AngerNode

Refuse to be victimised but reject healthy coping. A cathartic but unstable resolution.

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Escape Ending

B Tier
Medium ~65 min Trigger
Scene90_Ending_Bathroom_RanAwayScene
Dialogue EntryEnding_Bathroom_RanAwayNode

Survive the bath sequence by running. A clean physical exit, but the psychological weight is left unresolved.

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Caught Ending

C Tier
Easy ~60 min Trigger
Scene91_Ending_Bathroom_GotCaughtScene
Dialogue EntryEnding_Bathroom_GotCaughtNode

Try to run and fail. The dark counterpart to the Escape ending.

View Full Guide โ†’

Wasted Ending

D Tier
Easy ~45 min Trigger
Scene13_WastedScene
Dialogue Entryโ€” state-based, no dedicated nodeScene

Drink too much at Radek's place. A short, bleak ending that can be triggered accidentally.

View Full Guide โ†’

Ready to Plan Your Playthrough?

Use our interactive calculator to track your choices and predict which ending you'll get

Launch Ending Calculator