In Directive 8020, a sci-fi horror adventure by Supermassive Interactive, survival hinges on the choices you make. Like a slasher film, the fate of your crew—aboard the Cassiopeia—is determined by your decisions. But what happens when the credits roll? This guide breaks down all Directive 8020 endings, including how to unlock each one and the consequences of your actions.

Warning: This guide contains spoilers for Directive 8020. Do not read further if you have not completed Episode Seven: Revelation.

All Directive 8020 Endings and How to Get Them

Like other Dark Pictures Anthology games, Directive 8020 features distinct main endings that branch into smaller variations based on your choices. Below are the primary endings you can achieve, along with the pathways that lead to them:

  • Escape (four main branches): The crew escapes Tau Ceti f using the S.E.V., heading to either the vacant Cassiopeia in orbit or the Booster Ring.
  • Abandoned (two main branches): Either Anders or Williams is left behind, while an imposter escapes on the S.E.V. with any survivors.
  • Horror (one branch): None of the crew survives.

Each ending and its variations are tied to specific choices in the Turning Points menu. Below, we detail how to unlock each outcome.

Escape: Good and Best Endings

There are two primary conclusions and two post-credit endings in the Escape category. These are determined by the Destinies of Brianna Young and Laura Eisele.

Good Endings

To unlock the good endings, you must keep everyone alive until Episode Eight. The outcomes then branch based on a choice made by Young in "Why You Started" (Episode Eight). To unlock The Hero Destiny for Young, her Loyal trait must be over halfway by this Turning Point. This is achieved by:

  • Pleading in "The Crown Falls" (Episode Six).
  • Sympathizing in "Making the Call" (Episode Six).
  • Thinking of the others in "Holdout" (Episode Seven).
  • Believing the cloning program is wrong in "Why You Started" (Episode Eight).

Young’s choice in "Why You Started"—whether to prioritize survival or humanity—determines the escape route for Cycle 13 in the present. The options are:

  • Vacant Cassiopeia: Inform Cycle 13 about the vacant Cassiopeia in orbit.
  • Booster Ring: Discover that the crew can escape to the Booster Ring.

Regardless of the route taken, the cycle continues with the consequence "Forever and Ever" playing out. This leads to two distinct endings based on Young’s Destiny.

Best Endings

The best endings introduce an additional layer of variation. While the crew’s survival and Young’s choices determine the primary escape route, further decisions in the Turning Points menu can alter the post-credit sequences. These variations are tied to the Destinies of other crew members, including Laura Eisele.

Abandoned: Bad Ending

The Abandoned ending occurs when either Anders or Williams is left behind. In this scenario, an imposter escapes on the S.E.V. with any surviving crew members. This ending has two main branches, depending on which character is abandoned and the choices leading up to it.

Horror: Worst Ending

The Horror ending is the most devastating outcome: none of the crew survives. This ending is triggered by a series of critical failures in decision-making, particularly in key Turning Points throughout the game. There is only one variation of this ending, as the crew’s fate is absolute.