All Endings in The Carcass
Five main paths, four secrets—each rewrites how the dead god remembers you.
The Carcass ships with nine endings: five main routes marketed on Steam—Dominion, Symbiosis, Awakening, Escape, and Transcendence—plus four secret finales behind cryptic choices. Each demands different research, diplomacy, and moral flags. The carcass remembers outcomes into New Game Plus. This guide outlines strategies without spoiling every hidden trigger word-for-word.
Main endings overview
| Ending | Broad strategy | Key systems |
|---|---|---|
| Dominion | Conquer and command inside the god | Combat research, warriors, factions subdued |
| Symbiosis | Live in balance with the carcass | Diplomacy, mutations, morale stability |
| Awakening | Stir the god’s consciousness | Events, forbidden arts, neuron focus |
| Escape | Leave the corpse | Production, map progress, escape tech |
| Transcendence | Ascend beyond flesh | Forbidden arts, occult mutations, late game |
Each ending rewrites how the god remembers you—flavor and NG+ modifiers differ.
Secret endings
Four hidden routes require cryptic choices across multiple events—accepting strange deals, studying organs instead of eating them, betraying or saving specific species, etc. Document decisions in a run journal. Secret endings often interact with:
- Voice-in-the-wall bargains
- Stranger shelter outcomes
- Organ memory pulses
- Forbidden research completion
We avoid listing exact flag names to preserve discovery, but factions guide notes high-impact choices.
Route planning by difficulty
Merciful/Normal: first completion—aim any main ending matching your play style (combat → Dominion, diplomacy → Symbiosis).
Hard/Extinction: plan resource buffers (resources) and mutation synergies (mutations tier list) before committing to late-game flags.
Ironman: no reload; verify branch choices on paper before Pulses that lock paths.
Research alignment
- Dominion: combat branch + warrior leaders
- Symbiosis: diplomacy + parasite resistance
- Awakening: neurons + forbidden arts partial
- Escape: production + map exploration
- Transcendence: full forbidden arts + high-risk mutations
See research tier list for investment order.
Endings vs awareness
Marketing emphasizes the god becoming aware of you. Awakening and Transcendence lean into awareness; Escape tries to outrun it. Your mid-game harvest depth affects late events—digging deeper yields resources and attention.
Demo limitations
Demo exposes the ending concept and sample events—not all nine finales. Full release required for completionist runs.
NG+ and endings
Victories carry forward bonuses and memory—some secrets require NG+ context. Read New Game Plus guide before starting a second file.
After your first ending
NG+ runs can target missed secrets. Adjust alien species alliances and avoid repeating betrayal patterns that locked routes previously.
Nine endings mean nine arguments with a dead god—pick the memory you want left behind.
Spoiler-light route hints
Dominion favors warriors and subdued factions. Symbiosis rewards stable morale and parasite resistance. Awakening and Transcendence demand forbidden research without starving production. Escape needs map progress and industrial capacity—see map regions for travel budgeting.
Route journal template
Log stranger decisions, organ study choices, and faction betrayals with Pulse numbers. Secret endings rarely telegraph requirements in one event.
Deep dive: finales and secrets
Five marketed endings: Dominion, Symbiosis, Awakening, Escape, Transcendence. Four secrets hide behind cryptic chains—organ studies, wall voices, stranger choices. Keep a run journal with Pulse numbers.
Ending choice interacts with NG+ memory. First clear on Normal teaches systems; subsequent runs target missed secrets. Avoid irreversible forbidden picks until neuron income stabilizes.
Demo teases structure; full game required for completionist routes. Read NG+ guide before deleting saves.
Closing tips for story hunters
Journal Pulse numbers beside stranger choices. Secrets rarely telegraph in one event.
Frequently Asked Questions
Quick answers to the most common questions.
How many endings are in the demo?
Not all nine. Full game required for completionist routes.
Can one save get all endings?
No. Each run typically targets one finale; NG+ helps chase the rest.
Do choices lock immediately?
Major event choices flag early; some lock only at endgame Pulses.