All endings
Four narrative branches are tracked here: high-sanity good path, corruption-heavy fall, artifact-driven secret, and true ending gated on complete investigation. Final-choice specifics will be updated post-launch.
Ending 1: Good (High Sanity)
Prioritize KEY guidance, minimize corruption spikes, and preserve investigative clarity through the finale.
Requirements
High sanity entering final chapters; avoid prolonged anomaly exposure.
Ending 2: Bad (Corruption)
Let corruption dominate — faster descent, darker cutscenes, and fewer redemption beats.
Requirements
Repeated anomaly staring and negative dialogue choices where applicable.
Ending 3: Secret (Artifact path)
Tied to optional artifact interactions and non-obvious placement before the final branch.
Requirements
Full release: follow artifact flags across multiple chapters (details TBD).
Ending 4: True (All clues)
Maximum completion — every major clue, vault node, and finale condition satisfied.
Requirements
100% clue coverage plus correct endgame sequence; use walkthrough checklists.
Investigation flow: Beginner guide · Sanity: Sanity tips · Walkthrough index
Endings FAQ
I missed a clue — can I go back?
Most demo areas allow free backtracking inside the chapter. If a door locks, reload an earlier save if available.
Hardest achievement in the demo?
Thanks Key or full frequency coverage — both reward slow, methodical scanning.
Does this wiki spoil the full game?
Chapters 3–7 are placeholders until release. Demo content is described in detail.
Where is the Steam page?
Use the Steam button on the homepage or open the store link from our JSON-backed footer.