Quick Answer: Nobody has mapped this game completely, and anyone claiming a definitive list is guessing. What exists is one player's routes to three endings, a fourth route from a second player, and two ending names confirmed by the developers' own patch notes β Mutiny and Cthulhu. Three flagged decisions do most of the steering: whether you take the pills, whether you agree with the entity, and when you join the mutiny. There is also a radio route via the submarine Vityaz that short-circuits most of the game. Save at every flagged choice, because switching branches means reloading a long way back.
Version note: Written August 18, 2026 against Patch 1.0.1. Every route below is a named player's account of their own run, quoted from the game's Steam discussions and labelled as such; the ending names Mutiny and Cthulhu come from the developers' August 17 patch notes. We have not completed every route ourselves and do not publish a route nobody has posted. Spoilers throughout β that is the point of the page.
What Is Actually Confirmed
Three separate things are known, and they are worth keeping apart:
| Source | What it establishes |
|---|---|
| A player who reached three endings and posted his paths | Three routes, and that the pills / entity / mutiny decisions steer them |
| A second player replying in that thread | A fourth route, via radio contact with the submarine Vityaz |
| The developers' Patch 1.0.1 notes | That a Mutiny ending and a Cthulhu ending exist by name, since both got bug fixes |
The player who posted the three routes is explicit about his own limits: "I can't be 100% sure there aren't other ways to do it but that's how it worked for me." He also raises a possibility nobody has tested β that the third ending may require completing the first two first.
One more signal that the map is bigger than four. Patch 1.0.1 lists, under work coming later that week, "An end-of-game screen with your playthrough branches, so you can see how much content you've unlocked across different runs." Developers do not build a branch-completion screen for a game with three endings.
The Three Decisions That Steer You
Every published route turns on the same small set of flags, and the game visibly marks them as important:
- The pills at night β take them every night, or never
- The entity β listen and agree, or ignore it and refuse to hand over the key
- The mutiny β join it early, stay out entirely, or join it at the final break
Everything else you say appears not to matter for routing. That is a design choice reviewers are split on, but for ending-hunting it is a gift: you will not lose a branch to an offhand dialogue pick.
Route 1 β Submitting to the Entity
The first bad ending, in the words of the player who reached it. The outcome: you submit entirely to the Enemy and join its collective consciousness.
- Take the pills every night
- Explore the entire temple during your dreams
- Listen to the entity and agree with it
- Join the mutiny as soon as possible
This is the "say yes to everything" route. The temple dream exploration is the step people skip, and it is listed as part of the path rather than optional flavour.
Route 2 β Becoming the Central Computer
The second bad ending, described by the same player as "basically the opposite" of the first. The outcome: you sacrifice your crew and become part of the central computer.
- Do not take the pills
- Ignore the entity, and do not offer to give them the key
- Do not participate in the mutiny
Note the key specifically. Offering the key to the entity is a distinct flagged action, not just a consequence of agreeing with it.
Route 3 β The Good Ending
Same player, and the route he treats as the good β possibly the true β ending. It is Route 2 with one late change of heart:
- Run Route 2 exactly: no pills, ignore the entity, no key, stay out of the mutiny
- Then, during the final break β just before the "captain" asks you to use the sonar to bring the Ares closer to the Eye β go and find Zack and Sharon, and agree to join the mutiny with them
- Follow the sequence of events from there. A new part of the story unlocks and carries you to a third ending
The timing is the entire trick. Joining the mutiny early gives you Route 1. Never joining gives you Route 2. Joining at the final break gives you this. If you are hunting endings, the save you want most is the one immediately before that final break.
Route 4 β The Vityaz Radio Route
Posted by a different player as "another (kinda fast) good route," and it works on a completely different axis from the other three β no pills, no entity, no mutiny. It runs on the radio.
- Go easy on Sharon and spare Timmy.
- Set up the Communications Drone the moment it becomes available. This is the step the poster stresses.
- Spend the next two sonar minigames spotting a submarine called the Vityaz.
- On first contact, trade medical information. This causes the Vityaz to appear again in the next area.
- On the second encounter, give them your encryption. They identify your situation and move to assist β and then you are cut off.
- You are thrown in the brig for handing over the encryption. From there you can sleep and pass time, your crew break you out, and the run finishes in action from that point.
His own summary is that this "effectively skips the whole game."
One person tried to reproduce it and could not, which is useful rather than disqualifying. A second player sent the medical data but never encountered the Vityaz a second time, and concluded: "Probably you really need to get Communications Drone asap or you lose opportunity for that." Treat the drone timing as the load-bearing requirement.
What the Patch Notes Give Away
Patch 1.0.1 fixed two ending-specific problems, and in doing so named them:
- "Fixed getting stuck in the terminal during the Mutiny ending."
- "Added a collider to block going out of bounds in the cave during the Cthulhu ending."
A cave belongs to none of the four routes above as described. Either the Cthulhu ending is one of them under a different name, or it is a fifth outcome nobody has posted a path to. We are not going to guess which.
A third fix in the same patch is a smaller but concrete revelation: "Fixed the journal entry not showing up when you kill Kelly." Killing your own crew is a supported action, and it generates a journal entry β which is a strong hint about how the crew-survival achievements branch.
What Nobody Has Mapped
Being plain about the gaps, because filling them in with plausible guesses is how ending guides go wrong:
- No confirmed total. Four routes are documented. The branch-completion screen the developers are building implies more.
- No achievement-to-ending mapping. The named outcome achievements β Cultist (10.8%), Traitor (10.9%), New World (12.2%), New Beginning (15.9%), Survivors (10.4%) β clearly correspond to routes, and 34 of the game's 45 achievements are hidden with no descriptions, so the mapping is not readable from the list. Nobody has posted it. Full table on the achievements guide.
- Whether Route 3 requires seeing Routes 1 and 2 first. Raised by the player who found it, untested by anyone.
- What the mainframe puzzle is. Three players believe reaching it is a fail state rather than a puzzle you solve. Detail in Bugs & Fixes.
Before You Go Route-Hunting
Update the game first. Two patches directly affect ending integrity. The August 15 hotfix closed a bug that let players interact with an object they should not have been able to, which tangled two routes together β one player saw normal and mutated crew on screen simultaneously, with both sets of dialogue. Patch 1.0.1 then fixed the terminal trap in the Mutiny ending and an out-of-bounds gap in the Cthulhu ending. On an older build, the ending you get may not be the one your choices earned.
Then save like you mean it. There is no chapter select. Reviewers consistently complain that reaching a different ending means reloading a long way rather than replaying a branch, and players recovering from story breaks have found that going back one or two saves is often not far enough. Keep manual saves at:
- every flagged decision
- the night the pills are offered
- the final break before the sonar run on the Eye β the single highest-value save in the game
And do the arcade achievements as you go. One reviewer spent two of his five hours grinding the darts achievement on a completion pass at the end. The darts leaderboard now refreshes daily as of Patch 1.0.1, which makes that grind different but no shorter.