Your character

Wage Slave

Wage Slave's story reaches 6 endings: Rescue, Girl Next Door, Stranger, Safe House, Truth, Giving Up. Only this character reaches Girl Next Door and Stranger. Girl Next Door can be lost if the person it is about dies.

Student

Student's story reaches 6 endings: Doomsday Greenhouse, Companionship, Rescue, Safe House, Truth, Giving Up. Only this character reaches Doomsday Greenhouse and Companionship. Companionship can be lost if the person it is about dies.

Warehouse Manager

Warehouse Manager's story reaches 4 endings: Iron Barrel Hub, Rescue, Truth, Giving Up. Only this character reaches Iron Barrel Hub.

There are 9 endings, and no single character can reach more than 6 of them. Seeing all 9 means playing all 3 characters, because 5 of the endings belong to one person’s story and nothing else.

Choosing one is a single act: you spend a Military Repair Kit Books 2000 g 1×1 cells Keeps indefinitely The parts are only enough to completely modify one piece of equipment. Think carefully before use. on one piece of equipment, and the run gets exactly one of them. The moment it goes in, every other ending closes. The game says so plainly on the item: "The parts are only enough to completely modify one piece of equipment. Think carefully before use."

Open the endings list Every ending with who reaches it, whether it can be lost, the targets it is measured against and the deadline days. Filter by your character.

The nine, and who can reach them

Every ending, the achievement that records it, and the characters whose story contains it.
Ending Recorded as Available to
Companionship Companionship Student
Doomsday Greenhouse Greenhouse Student
Girl Next Door Side By Side Wage Slave
Iron Barrel Hub Supply Station Warehouse Manager
Rescue Evacuate Every character
Safe House Fortress Wage Slave, Student
Stranger Net Wage Slave
Truth The Truth Every character
Giving Up Stay in Place Every character

2 of the planned endings are open to all 3 characters, Rescue and Truth, and so is Giving Up. Everything else is tied to who you are playing: Companionship to the Student, Doomsday Greenhouse to the Student, Girl Next Door to the Wage Slave, Iron Barrel Hub to the Warehouse Manager, Stranger to the Wage Slave. Which character to pick now has a second answer, and it is this table.

Every planned ending asks the same three things

Whatever you commit to, the game checks the same shape:

  1. The line committed to. One ending’s equipment, one kit, no second kit.
  2. That line’s own thread finished. Different for each, and the part that takes the run.
  3. The horde before the judgement survived: Enhanced Zombie Horde, days 75 to 85. The ending is judged on day 87, which the game’s achievement calls the final horde, though no wave is on the calendar that day and the run’s own last horde, which the game’s own event calls the Epilogue Horde, comes on days 95 to 98.

That third one is not optional for any of the 8. There is no ending that lets you skip the fight, which is why the barrier that holds matters even on a run about growing tomatoes.

Two of them can be lost as well as missed

Companionship and Girl Next Door each carry a condition that has to not have happened: the person the ending is about has to still be alive. Every other ending can only be missed by running out of time. These two can be taken off the table by something that happens weeks earlier, and once it does, no amount of preparation brings them back. The endings that need someone else covers what keeps them open.

The days that decide the run

The fixed schedule every character's story runs on.
Day What happens
71 The game measures which lines you qualify for, and tells you which are open
74 The last day a commitment can be made
75 to 85 Enhanced Zombie Horde, the last horde before the judgement. Every planned ending requires surviving it
87 The ending is judged
95 to 98 The Epilogue Horde, the run's last, after every ending is decided
100 Day 100, where an uncommitted run ends as Giving Up

Two things follow from those numbers.

The qualification check comes before the deadline, not after it. By the time you are told which lines are open, you have 3 days left to choose between them, but the work that opens a line was done in the sixty days before that. A line you did not build for is not offered.

Committing does not end the run. There are still 13 days between the last commitment and the judgement on day 87, and the horde between them, days 75 to 85, is what the defences have to be finished in. Commit at the deadline on a stripped-out house and the ending is still lost.

What happens if you never choose

Nothing dramatic. The run keeps going and finishes as Giving Up on day 100. It is a real ending with its own achievement, Stay in Place, and it is the only one that asks for nothing at all. It is what a first run usually gets, and it is the 9th entry in the list, so a completionist has to reach it deliberately at some point anyway.

After the ending

Reaching an ending does not delete the save. The game offers to carry on from just before it in Endless Mode, keeping everything from the run, and the ending itself stays on the record. No further endings fire after the first one, so a run produces exactly one.

Each ending is also recorded as an achievement, and the ending group is the longest one to finish, which achievements are worth chasing has why.

What to do

  1. Decide who you are playing for. If you want a specific ending, check the table above first, the wrong character cannot reach it at any cost.
  2. Build for a line before day 71. The check measures what already exists. The three endings you build for has the exact targets.
  3. If you want one of the two that can be lost, protect the person from the start. That work begins in the first week, not the last month.
  4. Keep the kit. It is the only one in the run, and using it settles everything. Every ending has its own achievement. The achievements list has what each one asks for.
  5. Do not stop at the commitment. 13 more days, then the horde on day 75. What comes through the door is what you are building against.

Quick reference

  • 9 endings, 8 committed to and one reached by not committing.
  • Most on one character: 6. All 9 needs all 3 characters.
  • Commitment: one Military Repair Kit, spent once, closing every other line.
  • Deadline: day 74. The horde to survive: days 75 to 85. Judged: day 87.
  • Can be lost: Companionship, Girl Next Door.
  • Costs nothing: Giving Up, on day 100.