Endings

Endings

The SQUIRT GAME outcomes confirmed by Steam achievements — co-host, rebellious performance and defeat — plus what the Final Day order implies about when each branch is decided.

3
Confirmed Outcomes
Final Day
Branch Point
Unknown
Total Published

Introduction

SQUIRT GAME's endings are visible only through the achievement list. Three outcomes are confirmed by name: Ruthless People for becoming the show's co-host, A Good Old Fashioned for staging a rebellious performance and Sideways for meeting your defeat. The total number of endings is not published. What the structure implies is where the branch is decided. The Final Day begins with Jane's scene and then runs into the closing challenge, so the outcome is settled late rather than accumulated invisibly across the season. This page treats those three as the confirmed floor, explains what each one asks of a run at the level the official record supports, and sets out how to plan a second playthrough once a first ending has landed. Any page promising a numbered list of every ending is going beyond what Lewd Star has released.

Confirmed Outcomes

OutcomeAchievementPublished conditionPlanning note
Co-hostRuthless PeopleBecome the show's co-hostEnding branch
RebellionA Good Old FashionedStage a rebellious performanceEnding branch
DefeatSidewaysMeet your defeatEnding branch
Final Day orderIncognito (Jane)Jane's scene opens the dayBranch timing
Second runRead the Fine PrintRefuse the contract on Day 1Replay planning

Outcome Breakdown

Co-host Ending

ending

Ruthless People

AchievementRuthless People, awarded for becoming the show's co-host.
ReadingWorking with the production rather than against it, which is the most establishment-aligned of the three outcomes.
UnknownThe choices that select it are not published, so plan a run around the goal rather than a script.
TipGive the finale a deliberate intent; drifting into it is unlikely to produce a targeted branch.

Rebellion Ending

ending

A Good Old Fashioned

AchievementA Good Old Fashioned, awarded for staging a rebellious performance.
ReadingThe opposite posture to the co-host outcome: performing against the show rather than joining it.
UnknownWhat counts as rebellious is not defined publicly, so treat it as a stance rather than a checklist.
TipIf you are testing branches from a Final Day save, this is the natural second attempt.

Defeat Ending

ending

Sideways

AchievementSideways, awarded for meeting your defeat.
ReadingThe failure outcome, and the one most likely to arrive by accident on a rushed finale.
UnknownWhether defeat is a scoring failure or a choice is not published.
TipDo not treat this as a soft ending; it is a distinct achievement and worth a deliberate attempt.

Final Day Order

active

Jane first, branch second

StructureThe Final Day starts with Jane's scene, then the closing challenge, then the outcome.
ImplicationThe ending is decided after Jane's scene, not before, so the branch sits at the end of the day.
AchievementIncognito is tied to that opening scene, which makes the first minutes of the day a completion item.
TipHandle Jane first, then commit to an outcome for the rest of the day.

Second Run Planning

new

Conflicting goals across runs

ConflictRead the Fine Print needs a Day 1 refusal while Loverboy needs every relationship maxed.
Conflict twoEnding attempts compete with Incognito if you start the Final Day carelessly.
ApproachDedicate runs: one for story scenes, one for relationship breadth, one per ending branch.
TipDecide the run's purpose on Day 1 rather than discovering it on the Final Day.

Core Mechanics

The ending layer sits on top of the day structure rather than replacing it. Days 1 through 4 establish the contestant scenes and the challenge ladder, and the Final Day runs Jane's opening scene, the closing challenge and then the outcome. That ordering matters: because the branch resolves after Jane's scene rather than before it, the Final Day is the unit to plan, not the season as a whole. Points are the one season-wide resource that clearly feeds the finale, since Hodler's 15,000-point requirement is checked before Day 5 begins, which puts the threshold immediately before the closing sequence. The three confirmed endings also imply different postures toward the show itself: working with it as co-host, performing against it rebelliously, or failing to survive it. Lewd Star has not published the specific choices that select each, so a run should be planned around a target outcome and the result observed, rather than assumed to follow from a single dialogue.

Advantages

Three confirmed outcomes is a manageable design for replay. Each branch is attached to a named achievement, so you know immediately which ending you reached rather than guessing from the closing scene. Because the branch resolves on the Final Day, a replay does not require redoing the whole season to see a different result, provided you have kept a save at the right point, which makes experimenting cheap. The achievements also separate ending conditions from the rest of the list: Read the Fine Print belongs to Day 1 and Loverboy belongs to the relationship layer, so an ending run can be planned without also chasing completion. And the co-host and rebellion outcomes both read as deliberate stances, which suggests the final choice is a stance decision rather than a skill check.

Challenges

The most obvious weakness is the unknown total. Three outcomes are confirmed, but nothing published says three is the full list, so a completion-minded player cannot know whether an ending is still undiscovered. The conditions themselves are also unquantified: 'become the co-host', 'stage a rebellious performance' and 'meet your defeat' name the result rather than the requirement, so no guide can reduce them to a checklist. That leaves a run structured around a target outcome rather than guaranteed by it, which is uncomfortable for players who prefer deterministic planning. And because the Final Day opens with Jane's scene, a player experimenting with endings risks losing Incognito each time, so ending runs and achievement runs pull against each other.

Frequently Asked Questions

How many endings does SQUIRT GAME have?+
At least three are confirmed by achievement text: becoming the show's co-host, staging a rebellious performance and meeting your defeat. Lewd Star has not published a total, so three is a confirmed floor rather than a complete count, and this wiki will not present an estimate as if it were a list.
When is the ending decided?+
On the Final Day. The day opens with Jane's scene, then moves into the closing challenge, and the achievement-confirmed outcomes resolve after that point rather than being locked in earlier. That makes the Final Day the unit to plan and makes a save at the start of it valuable for testing branches.
Can I get all endings in one run?+
No, and the achievement list shows why: the three outcomes are mutually exclusive results of the same final sequence. Plan one ending per run, keep a save at the start of the Final Day to test alternatives, and use separate runs for the achievements that conflict with your chosen path.

Quick Tips

💡

Save at the start of the Final Day. The branch resolves after Jane's opening scene, so a single save at that boundary is the cheapest way to test the confirmed outcomes without replaying the season. Keep it separate from your progression save, because experimenting will overwrite story achievements. Label the save clearly so an experimental branch does not overwrite the run you actually care about.

💡

Pick a target outcome before the finale begins. The three confirmed endings read as stances rather than scores, so drifting into the last day without an intention is how a run ends up with an outcome you did not want. Decide whether this run is co-host, rebellion or defeat, then play accordingly.

💡

Do not confuse endings with completion. Ending achievements and umbrella goals like Loverboy compete for the same days, and a run that tries to serve both usually finishes neither. Choose which goal the save is for on Day 1, and let the other wait for a dedicated attempt. One clean objective per save is far easier to verify than two half-finished goals competing for the same evenings.

💡

Treat three as a floor rather than a complete list. The total number of endings is unpublished, so leave room for an outcome you have not seen instead of assuming your first discovery is the whole set. That also means a missing achievement is not necessarily a bug or a mistake.

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