Complete Endings Guide for Fallen Devotion Demo

Unlock All 3 Endings - Good Ending & Both Bad Endings Explained

3 Unique Endings Choice-Based Paths No Spoilers in Intro

Fallen Devotion's demo offers three distinct endings that explore themes of guilt, redemption, and obsession through your relationship with Clive Donovan, your deceased childhood friend who has mysteriously returned. This guide breaks down how to reach each ending, the critical choices that determine your path, and what each conclusion reveals about the story's philosophical underpinnings.

What You'll Learn:

  • ✓ How many endings exist in the demo (confirmed by community)
  • ✓ Step-by-step instructions for each ending path
  • ✓ Key decision points and their consequences
  • ✓ Philosophical meanings behind each conclusion
  • ✓ Tips for efficiently experiencing all endings

Version Note: This guide is based on the current demo version available on itch.io (January 2025). Future updates may modify endings or add new content. Last verified: January 19, 2025.

How Many Endings Does Fallen Devotion Have?

The Fallen Devotion demo currently features three playable endings: one good ending and two bad endings. These endings reflect the game's exploration of grief, acceptance, and the consequences of your choices regarding Clive's supernatural presence.

Good Ending

Acceptance & Hope

Bad Ending #1

"Curiosity" Path

Bad Ending #2

Rejection Path

Multiple players have confirmed through independent playthroughs that all three endings are accessible within the current demo build. Developer billetdoux has indicated that the full game will expand these endings and add new routes involving other characters like Dariel, Silas, and Mia.

Understanding the Choice System

Fallen Devotion uses a branching narrative where your decisions directly impact which ending you'll experience. Key choice points appear throughout the story, typically involving how you respond to Clive's attempts to reconnect and whether you accept or reject the strange circumstances surrounding his return.

How Choices Work

  • Critical decisions are clearly marked during gameplay with distinct prompts
  • Multiple choices accumulate throughout the story to determine your final path
  • The tone of your responses matters as much as the literal action chosen
  • Consistency in your approach typically leads to clearer ending paths

Save System Advice:

The game saves automatically, but create manual saves before critical decisions. This allows you to explore different paths without replaying the entire demo. Look for moments when you receive phone calls, discover notes, or face direct questions about letting Clive in.

The Good Ending - Acceptance Path

The good ending represents a path of emotional openness and willingness to confront the past. To reach this ending, you'll need to consistently choose options that show care for Clive and acceptance of the supernatural situation.

Key Strategies for Good Ending

Core Principle:

Show consistent openness, empathy, and willingness to engage with Clive's return. Choose curiosity over fear, connection over isolation.

1.

Answer Phone Calls

When you receive calls from the unknown number, answer them rather than ignoring or blocking

2.

Keep the Note

When given the option to keep or discard a note, choose to keep it

3.

Choose "Yes" to "Will you let me in?"

This is the most critical decision point - select Yes when prompted

4.

Engage with Clive's Messages

Throughout the story, respond positively to Clive's attempts at communication

5.

Express Curiosity Over Fear

When dialogue options present emotional reactions, choose understanding and interest rather than panic or dismissal

What to Expect

Players describe this ending as emotionally resonant and providing closure to the guilt the protagonist carries about Clive's death. According to community reports, some players reached this ending on their first playthrough by following their natural instincts to be open and understanding. The ending explores themes of acceptance and the possibility of redemption, aligning with Nietzsche's concept of embracing life despite its painful memories.

Bad Ending #1 - "Curiosity Kills the Cat"

This ending stems from investigating Clive's return too aggressively or making choices that suggest obsession over healthy processing. The community has nicknamed this the "Curiosity Kills the Cat" ending, though that's not an official title from the developer.

Community Knowledge Limitation: The exact trigger combination for this ending isn't fully documented by players yet. The information below is based on player experiences and may not represent the only path to this ending.

What Appears to Trigger This Path

Core Pattern:

Being overly inquisitive about supernatural elements while simultaneously making choices that push Clive away emotionally. This creates a contradictory relationship dynamic.

Based on player reports, this path seems to involve:

  • Investigating obsessively while questioning Clive's motives
  • Expressing interest in the mystery but fear of the relationship
  • Making contradictory choices that show both engagement and rejection
  • Asking too many questions without providing emotional support

Emotional Impact

Multiple players report that this ending made them cry. Developer billetdoux commented that they also "got so emotional while writing the bad ending," suggesting this conclusion carries significant emotional weight. This path likely explores the dangers of trying to understand trauma intellectually while refusing to process it emotionally.

Bad Ending #2 - Rejection Path

This is the most clearly documented bad ending in the community, achieved through consistent rejection of Clive's presence. One player provided a detailed walkthrough of the exact steps, which multiple others have since verified.

Step-by-Step Instructions

Core Principle:

Consistently refuse all forms of contact and engagement with Clive. Show fear and desire for isolation over connection.

Step 1: Block the Phone Number

When you receive calls from the unknown number, choose to block it instead of answering

Step 2: Throw Away the Note

When given the option, discard the note rather than keeping it

Step 3: Choose "No" to "Will you let me in?"

At the critical prompt, select No - this solidifies the rejection path

Step 4: General Approach

Throughout the story, choose dialogue options that express fear, dismissal, or desire to move on without confronting the past

What This Ending Represents

This ending represents the protagonist completely shutting out Clive's return, leading to isolation and unresolved grief. It explores what happens when we cannot move past guilt and choose avoidance over acceptance. According to player reports, this path is straightforward to trigger if you consistently refuse engagement.

Key Choice Moments Summary

This table summarizes the critical decision points and which choices lead to each ending path:

Decision Point Good Ending Bad Endings
Unknown Phone Call Answer the call Ignore or Block
The Note Keep it Throw it away
"Will you let me in?" Choose Yes Choose No
Clive's Messages Engage positively Ignore or respond fearfully
Memory Sequences Participate fully Skip or resist
Overall Tone Acceptance & curiosity Fear & rejection OR obsession

Note on Bad Ending #1: The "Curiosity" path likely involves mixed signals - investigating the supernatural while rejecting the relationship. Exact triggers remain partially unclear and may involve more subtle dialogue choices.

What Each Ending Reveals

Each ending offers different insights into the game's philosophical themes drawn from Nietzsche's work, particularly "Thus Spoke Zarathustra" and "The Birth of Tragedy." Developer billetdoux created Fallen Devotion to explore "eternal return, choices, and the fine line between love and obsession."

Good Ending - Eternal Return & Acceptance

This ending explores acceptance and the possibility of redemption, touching on Nietzsche's concept of eternal return - the idea of choosing to embrace life and its painful memories rather than rejecting them. By allowing Clive back into your life, you affirm that even difficult experiences are worth reliving. This aligns with Nietzsche's challenge: would you want to live your life, with all its suffering, over and over again?

Bad Ending #1 - Obsession Without Connection

This path demonstrates what happens when intellectual curiosity about trauma becomes destructive without emotional processing. It explores the "fine line between love and obsession" that the developer mentioned - wanting to understand without truly connecting creates a toxic dynamic. This may relate to the Dionysian impulse (passion, chaos) without the Apollonian balance (reason, order).

Bad Ending #2 - Rejection & Unresolved Guilt

By completely shutting out Clive's return, you doom yourself to perpetual guilt and isolation. This ending shows the consequence of refusing to confront the past - the burden remains forever. It's the antithesis of eternal return: rather than affirming life's difficulties, you reject them entirely and remain trapped in stagnant suffering.

Character Connection: Clive is described by the developer as personifying "eternal return" and representing the "Dionysian spirit" from Nietzsche's philosophy. Understanding these concepts enriches the meaning of each ending. Visit our Philosophy Themes guide for deeper analysis.

Tips for Seeing All Endings

💾 Save Management

Create save files before major decision points. The game features clear prompts for important choices, making it easy to identify when to save. Use multiple save slots to preserve different path progress.

🎯 First Playthrough

Play naturally on your first run without worrying about optimal choices. This gives you an authentic emotional experience. Use guides only on subsequent playthroughs to explore other endings.

📝 Take Notes

Jotting down your choices helps when trying to reach specific endings on subsequent playthroughs. Note especially the phone call, note, and "let me in" decisions as these are critical branching points.

💔 Emotional Preparation

Multiple players report crying during the bad endings - the writing is intentionally poignant. Pace yourself and take breaks if needed. The game deals with heavy themes of grief and loss.

Efficient Path Strategy

Recommended Order for Maximum Impact:

  1. 1st Playthrough: Follow your instincts (likely reaches Good Ending for most players)
  2. 2nd Playthrough: Try Bad Ending #2 (Rejection Path) - clear trigger steps
  3. 3rd Playthrough: Experiment with Bad Ending #1 (Curiosity Path) - requires trial

Don't worry about missing content - the demo is designed to be replayed. Each ending provides unique story insights and contributes to understanding the full narrative. Players consistently report that experiencing all three endings deepens appreciation for the game's philosophical themes.

Frequently Asked Questions

Are there more than 3 endings in the demo?
Based on extensive community reports, the current demo features exactly 3 endings. While players have thoroughly explored the game, no additional endings have been discovered. The full game will likely add more endings and routes.
Can I get all endings in one playthrough?
No. The endings are mutually exclusive based on your choices throughout the game. You'll need at least 3 playthroughs to experience all endings, though using save files before key decisions can reduce the time needed.
How long does each ending path take?
The length is approximately the same for all paths - it varies based on reading speed rather than the ending chosen. Most players report the demo takes 1-3 hours per playthrough. Subsequent runs are faster if you use skip functionality for previously-read text.
Which ending is considered "canon"?
The developer hasn't designated any ending as canon. In visual novels, all endings are typically considered valid paths exploring different aspects of the story and characters. The "good" ending isn't necessarily the "true" ending - it's simply the most hopeful outcome.
What are the official names of the endings?
The developer hasn't publicly released official ending titles. Terms like "good ending" and "bad ending" are community conventions. The nickname "Curiosity Kills the Cat" for Bad Ending #1 is also a player-created label, not an official title.
Do my demo choices carry over to the full game?
This hasn't been officially confirmed. Save file compatibility between demo and full release depends on how the developer structures the final game. Typically, demos are separate builds, so you may need to replay from the beginning when the full version releases.
I'm stuck on a choice - which ending will this lead to?
Rather than overthinking individual choices, focus on your overall approach: Are you being open and accepting (good ending), completely rejecting (bad ending #2), or obsessively investigating while emotionally distant (bad ending #1)? Consistency in your approach matters more than individual decisions. When in doubt, save before choosing.
Are endings gender-locked or route-locked?
The demo focuses on your relationship with Clive Donovan. All endings are accessible regardless of your choices about other elements. There are no gender or romance route restrictions in the current demo build. Future updates may introduce additional character routes.

Explore More Fallen Devotion Content

Deepen your understanding of the game with these related guides:

Stay Updated: The developer is actively working on the full game release. Follow @fallendev0tionvn on Tumblr for development updates, behind-the-scenes content, and announcements about new chapters.