All Endings: What's Confirmed So Far
No DERELIKT endings are documented yet. Here's the confirmed story and dialogue-choice details, plus how to track every ending as the game ships.
Why the DERELIKT All Endings Trail Goes Cold
Searching for DERELIKT all endings is one of the fastest ways to hit a wall of speculation, so let's clear the air immediately: there is no ending list to spoil yet, because the game has not shipped. DERELIKT all endings content does not exist in any confirmed form — the project is still in development as a short narrative first-person shooter, and no finished story branches have been documented. That matters because the game is built around conversation and a slow descent into something ancient, which is exactly the kind of setup that produces multiple outcomes. What follows is everything confirmed about how the story can close, what still needs an answer, and how to be ready the day the credits finally roll.
The honest answer is more useful than a fake one. A game that is still being built can change its final act entirely, and any "complete ending list" published today would be guesswork dressed up as a guide. Instead of chasing invented routes, treat this page as a live reference: the confirmed story scaffolding, the mechanics that will most likely gate your outcome, and a note-taking routine you can run on your first playthrough so nothing gets lost.
| Question players ask | Current answer |
|---|---|
| How many endings does DERELIKT have? | Not announced; the story is still in development |
| Is there a published ending list? | No confirmed ending list exists |
| Can you replay for alternate outcomes? | Unknown; no replay or save structure has been described |
| Is there a confirmed final boss or last area? | Not revealed |
| Is there a release date? | None announced; the game is listed as in development |
The Story Beats That Will Shape Any Ending
Every ending grows out of a premise, and DERELIKT's premise is unusually specific. A gigantic creature's carcass was found in orbit around Saturn. A research outpost was grafted onto its exterior years earlier. You arrive as a one-person expedition, issued a security weapon, and ride a service elevator down into the ancient bone structure below. That descent is the spine of the whole game — the point of no return that most ending structures are built around.
The people above you matter just as much. The resident scientists come across as nervous and more than a bit paranoid, and their conversations circle strange tales of "the old song" working its way into their heads. That detail is the clearest signal of where a branching finale would come from: a cast under pressure, a phenomenon nobody fully understands, and a player holding a weapon in a place that predates them.
| Confirmed story element | What it sets up for an ending |
|---|---|
| Creature carcass discovered in orbit around Saturn | A location with its own rules and a reason nobody can simply leave |
| Research outpost grafted onto the exterior | A hub where information and trust are traded |
| Nervous, paranoid resident scientists | Conversation partners whose disposition can plausibly shift |
| Tales of "the old song" entering their minds | A creeping threat that is psychological before it is physical |
| You are issued a security weapon | Combat is expected underground, not just upstairs |
| Service elevator down into the ancient bone structure | A one-way-feeling transition into the game's deepest content |
Because the expedition is explicitly a solo job, don't expect a squad to carry you through the finale. Your weapon, your reading of the scientists, and your willingness to keep going deeper are the only tools the premise confirms. That framing is worth keeping in mind: if DERELIKT all endings eventually splits into distinct outcomes, the split will almost certainly happen below the outpost, after the elevator doors close.
Mechanics That Will Decide Which Ending You Land
Only a few systems are confirmed, and each one tells you something about how an ending could be gated. Branching dialogue trees are a planned feature for interacting with the various NPCs on the outpost, which makes conversation the single most likely lever for divergent outcomes. Combat sits alongside it, since you are handed a security weapon before the descent, and the first-person perspective suggests you will be shooting something that used to be alive.
The presentation layer is where you should manage your expectations. The game deliberately recreates a late-1990s console look through affine texture warping, dithering, hand-painted vertex colors standing in for lighting, and animated textures, all wrapped in cosmic horror. That aesthetic is atmosphere, not mechanics — it will not change your ending, but it will make the last stretch feel considerably worse in the best possible way. For a sense of how the atmosphere is being built, the branching dialogue trees and PS1-style presentation are the two pillars worth following.
| Mechanic | Status | Effect on endings |
|---|---|---|
| Branching dialogue trees with NPCs | Planned feature | Most likely gate for multiple outcomes; conversations are the thing to watch |
| Interaction with the outpost scientists | Confirmed as story content | Their fear and paranoia are the emotional stakes of any finale |
| First-person combat with a security weapon | Confirmed | Suggests a combat resolution is possible underground |
| Descent into the ancient bone structure | Confirmed | The structural break between setup and payoff |
| PS1-era rendering techniques | Confirmed | Pure atmosphere; no mechanical bearing on outcomes |
A Practical Preparation Routine While the Game Is in Development
You cannot chase endings in a game you cannot finish, but you can absolutely prepare for the moment you can. The routine below keeps your first playthrough clean and your notes useful, whether the story lands with two outcomes or five.
| Step | What to do | Why it helps |
|---|---|---|
| 1 | Read the premise once, slowly, before playing | You'll recognize the "old song" references instead of skimming them |
| 2 | Talk to every scientist on the outpost before descending | Dialogue is the confirmed branch point, so conversation is content, not filler |
| 3 | Keep a running log of which reply you chose with each NPC | A branch you forget is a branch you cannot compare later |
| 4 | Note the exact moment you take the service elevator down | This is the natural checkpoint for a second run |
| 5 | Check the project's development updates between play sessions | A finished ending structure is the only source of a real answer |
A few habits pay off in any branching narrative and cost you almost nothing here:
- Save before any conversation that feels like it is escalating. Paranoid characters tend to have short fuses.
- Do not rush the outpost to get to the shooting. The hub is where the story's rules are established.
- Write down anything a scientist says about the song in your own words, not theirs. Paraphrasing forces you to actually parse it.
- Keep your weapon handling sharp before the descent; the elevator is not a place to learn the controls.
- Avoid assuming a choice was irrelevant because it had no immediate effect. Delayed consequences are the whole point of a branch.
Your Ending Tracker: What to Record on the First Run
When the game does ship, the players who solve DERELIKT all endings quickly will be the ones who took notes instead of guessing. Build your log around the confirmed structure — outpost conversations, then the descent — and fill in new fields as more of the game is revealed.
| What to record | Example entry | Why it matters for endings |
|---|---|---|
| Reply option chosen per scientist | "Scientist 2 — pushed back on the song story" | Conversation branches are the confirmed divergence point |
| NPC demeanor before you descend | "Agitated, avoided eye contact" | Lets you compare whether mood tracks your choices |
| Anything you picked up or were handed | "Security weapon issued at the outpost" | Inventory tends to matter in a finale |
| How deep you pushed before turning back | "Stopped at the second bone corridor" | Gives you a clean comparison point on a replay |
| Anything the elevator sequence changed | "Doors sealed behind me" | Point-of-no-return moments frame ending logic |
Keep the log lean. Five columns is plenty, and a single line per event beats a paragraph you will never reread. The goal is not to document the game — it is to be able to say, with confidence, "this is what I did differently" when two playthroughs end in different places.
FAQ
Are there any reliable DERELIKT all endings guides right now? No. No confirmed ending list exists, because the story is still in development. Anything presenting a complete route today is ahead of the game, so treat confirmed story details as your only solid ground.
How many endings will DERELIKT have? That number has not been announced. Branching dialogue trees are a planned feature, which suggests conversation-driven variation, but no count, structure, or outcome has been confirmed.
Will my dialogue choices actually change the ending? Conversations with the outpost scientists are the most plausible lever, since branching dialogue is the one confirmed narrative system. Just don't assume every exchange is weighted — record what you pick so you can test the differences yourself.
Is the game out yet, and can I see endings for myself? Not yet. DERELIKT is listed as in development with no release date announced, so the only ending content available today is the premise: a carcass at Saturn, a paranoid outpost, and an elevator going down. When that changes, DERELIKT all endings becomes a guide worth writing — and worth reading carefully.
Related Guides
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Story Explained: Demo Lore & Endings
A clear DERELIKT story explained guide: the outpost, the old song, key NPCs, door codes, and why the ending is still under wraps.