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HOPE 01 Multiple Endings Guide

Spoiler-light prep for a completable Early Access campaign with branching finales.

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Multiple Endings Guide

HOPE 01 is sold as a single-player extraction survival RPG where helping survivors and chasing the mystery of HAB 01 can change how humanity’s fate resolves. Bending Boy Games has been explicit that Early Access already ships multiple endings, and a public developer post before launch went further: 5+ different endings with even more epilogues, with playtests averaging about 50–70 hours for a single ending. Steam’s Early Access questionnaire matches the spirit: the build is completable, more endings are still planned, and the first ending is a long campaign rather than a demo-length tease.

This page is deliberately spoiler-light. We will not invent ending names, choice trees, or “true ending” checklists that are not in public materials. If you want systems before story pressure, start with Getting Started. If you want the quest side of the same campaign spine, open NPC Quests. Boss thresholds that sit on story roads live on Boss Fights. The living “what is still coming” list is Roadmap.

What “completable Early Access” means

Completable does not mean every number is final. It means you can finish a playthrough and see an ending on the current Steam build. The developer also said EA focus includes difficulty, fabric amounts, enemy balance, bosses, and quests, with more quests and endings still planned for the full version. So:

  • You can pursue an ending now without waiting for 1.0.
  • The ending you see today may sit next to more endings later.
  • Balance patches can change how hard a late quest or boss feels without erasing campaign progress.
  • A 50–70 hour first ending is a planning number from playtests, not a stopwatch you must hit.

Treat Early Access like a finished spine with tunable flesh. Finish a run if you want. Keep spare save discipline if you want to see another branch after a patch.

The public story levers (no spoilers)

Steam’s own blurb is the cleanest non-spoiler frame:

  • Wake in a deteriorating underground facility with a request to find HAB 01.
  • Explore the interconnected Hab Cluster.
  • Help survivors.
  • Ultimately dictate the fate of humanity across multiple endings.

That is the whole official pitch. It does not publish a flowchart. Practically, endings sit downstream of how you treat people in the Cluster, how far you push the HAB 01 mystery, and whether you finish the quest and combat work the campaign asks for — not of whether you greed-extracted one extra military brick on hour three.

What this wiki will say without spoiling:

  • Survivor / NPC work matters. Quests are not side fluff bolted onto a pure loot sim. See NPC Quests.
  • Bosses sit on the road. Some doors are story thresholds. Extract the bag before you donate it. See Boss Fights.
  • Extraction greed can soft-fail a session even when it does not “delete” an ending. A wipe that loses unscanned quest-critical loot still costs hours. See How to Extract.
  • HAB 01 is the stated destination. Landmark routes toward it with the habits on Hab Cluster Map, not with a spoiler GPS.

We will not rank endings as good/bad here. The store sells plurality on purpose.

Preparation before you chase a finale

Ending hunting fails the same way first-hour raids fail: dirty bags, unscanned blues, and no reprint plan.

  1. Stabilise the loop. Two clean extracts, a scanned workhorse gun, food prints, and a known rail. Getting Started and the Beginner Walkthrough are that foundation.
  2. Build a reprintable kit. Military fabrics spent on a meme gun the week before a story boss are how campaigns stall. Fabricator, Early Loadouts, Weapons.
  3. Keep quest inventory honest. Courier items and NPC rewards need grid holes. Tick the quest rider on the Loadout Checklist.
  4. Expect bosses on questlines. The demo already taught that a short NPC quest slice can end in a boss. EA scales that pattern up. Fight on a clean bag.
  5. Budget calendar time. A 50–70 hour first ending is not a weekend binge for most players. Plan sessions around extracts, not around “I must see credits tonight.”

If the client itself is fighting you — uncapped FPS, window bugs — fix that before a finale push. Troubleshooting.

Save discipline (spoiler-light)

Public materials do not publish a full save-slot FAQ, so this section stays conservative:

  • Do not treat a single continuing save as disposable when you are about to take a major story door or a named boss threshold.
  • Prefer stash-and-extract checkpoints over mid-boss heroics when the bag holds unscanned or quest-tagged loot.
  • After a big story beat, consider whether you want a backup before you immediately chase a different branch or a greed run.
  • Patches move numbers. If Updates Hub mentions quest or boss changes, re-check active objectives before you burn a unique item.

We will not invent “copy this AppData folder” steps that Steam did not document. If a patch notes a save migration, that note belongs on the updates pages.

Quests versus greed extracts

The extraction loop and the ending loop share a map and fight over the same inventory:

  • A greed extract maximises fabrics and blues for the fabricator. It is correct for early power.
  • A quest extract maximises objective items, survivor progress, and safe returns. It is correct when an ending is the goal.
  • Mixing them without a plan is how you miss a Manorial timer with a story item in the bottom row.

Practical rule: when an NPC has open work, name the extract first, leave a grid hole for the objective, and treat sparkly side rooms as optional. Hab Rail landmarks still matter. How to Extract does not get suspended because the dialogue was emotional.

Purple-marked quest rewards show up in public streams as a reason to talk to people instead of only vacuuming floors. That is economy and campaign progress in one pickup — still worthless if it dies in a corridor. Scan what can be scanned; stash what must persist; print the kit that lets you walk back into the next objective.

How endings relate to the roadmap

Steam says the full version plans more quests and endings on top of what is already completable. Developer social copy advertised 5+ endings plus additional epilogues as the EA-era pitch. Reading those together:

  • Seeing one ending does not exhaust the game’s stated design.
  • Epilogues imply post-finale texture beyond a single credits roll — without telling you what any epilogue contains.
  • Waiting forever for “all endings” is optional. The developer pitched a full feast in EA, not a vertical slice.

Use Roadmap when you want the honest “what is missing on purpose” list. Use this page when you want to finish a ending without spoiling which ending.

Suggested path (still spoiler-light)

  1. Learn the hideout and extract loop.
  2. Clear early survivor work as it appears; do not park every NPC forever.
  3. Map one district well; expand toward HAB 01 with landmarks, not with wiki spoilers.
  4. Print a boss-capable kit before story doors that feel like arenas.
  5. When the campaign asks for a hard choice or a hard fight, extract first if the bag is dirty, then commit.
  6. After credits, decide whether a second playthrough or a later patch branch is worth another 50–70 hours.

For a fan framing of whether the EA loop is worth that time, see the Early Access Review page — it is not an official scorecard.

What we refuse to invent

  • Ending titles, morality meters, or “pick option C for ending four.”
  • Exact quest names beyond public nicknames used by the developer (such as the demo-era “Kio Girl” comment on a questline).
  • Claims that greed-only play locks or unlocks a specific finale without a public source.
  • A promise that every epilogue is already in the build you own tonight.

Play the Cluster. Help the people the game puts in front of you. Chase HAB 01. Extract like the bag still matters on the last day. The endings are downstream of that behaviour — and the developer already told you there is more than one.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many endings does HOPE 01 have?

The developer publicly advertised 5+ endings with additional epilogues. Steam also describes multiple endings in a completable Early Access build, with more endings still planned. This wiki does not invent names for them.

How long is a first ending?

Developer playtests averaged about 50–70 hours for a single ending. Your pace depends on quest focus, deaths, and how often you greed-loot. Start with Getting Started.

Can I finish the game during Early Access?

Yes. Steam's EA questionnaire calls the current build completable with multiple endings. More quests and endings are still on the Roadmap.

Do I need to finish every quest for an ending?

Public copy ties finales to helping survivors and the HAB 01 mystery without publishing a mandatory checklist. Treat NPC Quests as campaign work, not optional flavour, until you know otherwise.

Will this page spoil the endings?

No. It covers prep, save discipline, and public counts only. For boss readiness without finale spoilers, use Boss Fights.