The Ending Map, Honestly Drawn
| Ending | Status |
|---|---|
| Episode 2 route outcomes (Burial / Decay) | Reachable - they set your route |
| Episode 3: Decay main ending | Reachable - a cliffhanger, by design |
| Episode 3: Decay dead ends (x4) | Reachable - early story closures |
| Episode 3: Burial endings | DO NOT EXIST YET - branch unreleased |
| Episode 4 endings | DO NOT EXIST YET - in development |
| 'Love route' / 'secret ending' | Invented by other sites - no such endings |
That table is the whole page in advance. The game's ending count grows with each release, and today it stands at: two route outcomes in Episode 2, and inside Decay, one main ending plus four dead ends. Everything beyond that is a page farming your search with fiction. This guide covers the real ones properly.
Burial Route Endings - They Do Not Exist Yet
They do not exist yet, and any page listing them is inventing content. The Burial branch of Episode 3 is written, per the developer, but unreleased - so today, a Burial playthrough can only reach the Episode 2 ending that puts you on the route: the siblings united, on the run, payoff pending. There is no Burial finale to unlock, no hidden Burial scene, and no mod, APK or save editor that changes that, because the content itself has not been made public in any form.
When Burial ships - as a free Steam update, on no announced date - this section gets rewritten first, with its real endings. Until then, the correct guide to Burial endings is one sentence long, and you have just read it. Keep your Burial save safe; it is a ticket to content that does not exist yet, which is exactly why losing it stings.
Decay Route Endings
Decay Part 1 has one main ending, and it is a cliffhanger by design, with Episode 4 holding the resolution. Your late choices decide its shape. In one shape, Andrew can accept Lord Unknown's offer and step through a portal to an unknown place. In another, the siblings end up trapped in an openly abusive engagement - the same unfinished destination reached through very different wreckage, and a perfect summary of the route: the destination was never the variable; the damage was.
Because it is Part 1, judging Decay's main ending as 'unfinished' misses the design. It is a mid-fall freeze-frame: every thread - the demon's prices, Julia, the siblings' mutual destruction - is left loaded on purpose, pointed at Episode 4. Your save carries forward into that continuation, which is what separates a true ending here from the four ways the story can simply stop.
The Four Dead Ends
A dead end slams the story shut early, while a true ending completes the episode's arc and carries your save forward. Decay Part 1 hides four dead ends, by the developer's count, and they are worth hunting deliberately rather than hitting by accident - each one is a small, complete tragedy that shows you a different way these two people end.
- Gunned down by police - the outside world finally catching up with the apartment's secrets.
- Andrew surrenders completely - becoming Ashley's toy, the appeaser's arc finished in the worst direction.
- Jumping to their deaths together - the bond, uninterrupted, arriving at its logical floor.
- One more hidden stop - found by pushing a late-game bargain or confrontation the wrong way; the community still argues about its exact trigger.
The practical tell: if your 'ending' took ninety seconds, it was a dead end. Reload and choose differently - the fixes live at the decision just before it, not in a menu.
Major Choices Behind Each Ending
Your ending is bought earlier than you think. The Episode 2 trust pattern picks your route, and a Decay save can never produce Burial content, or the reverse - that single fact explains most 'why didn't I get ending X' posts on every forum. Inside Episode 3, the demon's offers and how both siblings handle Julia shape the final scenes, so a wrong ending is fixed by an earlier choice, not the last one.
This is the game's whole philosophy in one mechanic: consequences with a fuse. The conversation that bent your run happened hours ago, felt like flavour at the time, and is the reason your finale looks the way it does. It is also why the endings guide is organised by decision points rather than by endings - you steer this game upstream or not at all.
Which Ending Is Hardest to Reach?
The hardest outcomes are locked behind exact trust combinations in Episode 2, and a wrong pattern there cannot be rescued by careful Episode 3 play - you replay the finale and choose like a different sibling. Among Decay's contents, the fourth dead end is the one players miss most, because reaching it means refusing an outcome the game makes look obviously correct.
The truly unreachable endings remain Burial's, which no guide, mod or APK unlocks early. If a video shows you one, it is fan animation or a fake. The real ranking of difficulty in this game is therefore simple: everything in Decay is findable in an evening with good saves; everything in Burial is a waiting game measured in months. Patience, in this fandom, is a skill stat.
Decision Point 1 - The Parents (Episode 2)
The reunion with Mr. and Mrs. Graves is the first heavyweight decision cluster. It matters twice over: practically, because how you handle the parents is one of the three areas the route calculation actually reads; and thematically, because it is where the game shows you the siblings functioning as a unit against the people who made them - right before it starts pulling that unit apart.
Play it deliberately. Reflex cruelty and reflex mercy both write things into the record. Watch who leads the conversation in your chosen approach and what it costs the other sibling, because Episode 3, whichever branch you get, will quote this sequence back at you. There is no score popup. There is only the finale, later, feeling inevitable.
Decision Point 2 - The Trinket and the Visions
Every use of the demon's trinket is a small ending-decision made early. The visions show real futures, and the game tracks whether you chase them, ignore them, or share them - and with whom. Runs diverge here more than players realise: two saves with identical finale answers can still land differently in tone and available scenes because of how the visions were handled along the way.
The guide rule is the one the community converged on: a vision is information, not instruction. Ask who profits if you act on it. Lord Unknown prices knowledge exactly like it prices everything else, and the bill always arrives in a later episode, at a worse moment, with interest.
Decision Point 3 - The Finale Trust Pattern (Episode 2)
This is the gate. In the finale, Ashley must decide whether she trusts Andrew to handle a dangerous moment alone - and the game reads that moment together with Andrew's loyalty answers and the relationship record behind them. Trust holds: Burial. Trust cracks: Decay. There is no warning, no label, and no way back inside that save, which is why every guide on this site repeats one instruction: keep a manual save before this sequence and never overwrite it.
From that single save, this guide's whole strategy unfolds. Finish trusting for one route, finish withholding for the other, and both Episode 3s are yours for twenty minutes of replay instead of four hours. If you take one thing from this page, take that save.

