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.
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
| Outcome | Achievement | Published condition | Planning note |
|---|---|---|---|
| Co-host | Ruthless People | Become the show's co-host | Ending branch |
| Rebellion | A Good Old Fashioned | Stage a rebellious performance | Ending branch |
| Defeat | Sideways | Meet your defeat | Ending branch |
| Final Day order | Incognito (Jane) | Jane's scene opens the day | Branch timing |
| Second run | Read the Fine Print | Refuse the contract on Day 1 | Replay planning |
Outcome Breakdown
Co-host Ending
Ruthless People
Rebellion Ending
A Good Old Fashioned
Defeat Ending
Sideways
Final Day Order
Jane first, branch second
Second Run Planning
Conflicting goals across runs
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?+
When is the ending decided?+
Can I get all endings in one run?+
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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