Order of the Sinking Star has three endings, arranged in tiers of completionism, and this guide explains what each one requires. One boundary up front: the requirements are documented — stated by the developer before release and corroborated by the achievement list and reviewers after it. The content of the endings is not documented anywhere reliable, so this is a guide to structure and conditions, not story. What the developer has promised about tone is on the record, though: all three endings are written to be satisfying and positive, there are no bad endings, and the first ending delivers real closure rather than a teaser for the "true" one.
At a glance
Endings: 3 — the Endgame, the Second Endgame, the Final Endgame
First ending: Activate any 4 of the 6 gold-room teleporters, travel to the Antipode, complete the Endgame
Second ending: Tied to Antipode High and its four world parts — the exact gating count is undocumented
Final ending: Re-activate all six teleporters in Antipode Low
Credits: Roll at the first ending — and the game continues afterwards
Keep playing: Yes; the first ending unlocks the deeper layers
Bad endings: None, by the developer's design
Story specifics: Not documented in any reliable text source — see the honesty box below
1. The machine underneath: gold rooms, stars, teleporters
Every ending runs through the same machinery. Each of the six gold rooms — one for every pair of worlds — contains crossover puzzles that light large stars on a meter as you solve them. The meter holds 10 stars, with a white line between the seventh and the eighth; per the developer, once you have solved enough to push the meter past that line, the room's teleporter powers up. A teleporter therefore does not ask you to finish its gold room — roughly the first seven to eight stars' worth of its puzzles is enough. Six rooms, six teleporters, and one number that decides the first ending: four.
2. Ending 1 — the Endgame: any four of six
Activate any four of the six teleporters and you can travel to the Antipode, the endgame region, and complete the Endgame there. The developer's own framing, given to TechRaptor before release, is worth hearing directly: the first ending "is designed to be achievable — you don't have to be completionist, but you do have to really earn it," and it is "the ending that we expect the majority of players to be satisfied with." Post-release play bears that out: credits roll at this ending, reviewers treat reaching it as a complete playthrough, and 5.64% of Exophase's tracked players had done it within about a week of launch (mid-October 2026 snapshot) — in a game where finishing everything sits at 0.29%.
3. What the Antipode is — and what is not documented about it
What sources establish is structural. The Antipode is the destination all six teleporters lead to. It has at least two further layers: Antipode High, divided into four parts themed on the four worlds, and Antipode Low, which contains a second set of the six teleporters. Its areas visibly remix the four worlds' rules — stones and lily pads on a cloud islet, heroes beneath a floating castle. Beyond that structure, honesty requires a blank: no reliable text source describes how you move between its layers, what its puzzles consist of, or anything that happens there in story terms. The frames here come from full-run gameplay footage; the text sticks to what is documented.
4. Ending 2 — the Second Endgame: Antipode High
The second tier is tied to Antipode High. The achievement list pairs four "reach the X part of Antipode High" achievements — Heroes, Mirrors, Skipping Stones, Beamcasters — with Endgame High, "Complete the Second Endgame." The developer's pre-release framing is the only description of this tier that exists: past the first ending there is "further gameplay to be had," with "a lot of secret things going on," found by players who notice the clues — three endings at increasing levels of completionism.
One thing this guide will not do is invent a number. Whether the Second Endgame requires all four High parts, or can be reached with fewer, is not stated in any text source we found. Anyone who tells you "you need all four" — or "only two" — is extrapolating from the achievement layout. The tracked rate for Endgame High is 0.72%.
5. Ending 3 — the Final Endgame: Antipode Low
The deepest documented layer is Antipode Low, where the six teleporters exist again — and this time all six must be re-activated, against the first ending's four of six. Those six achievements pair with Endgame Low, "Complete the Final Endgame." That is everything the sources support: the requirement, the pairing, and the rarity — at 0.29%, the Final Endgame ties Completionist as the rarest content in the game. No text source describes what the Final Endgame contains or how it differs from the Second in story terms, and no reviewer account we found reaches it from first-hand play.
6. How much of the game each tier actually needs
The first ending is deliberately front-loaded. TechRaptor's reviewer reached it having completed 280 of roughly 920 overworld puzzles — under a third of the map. In hours, reviewer accounts put it at roughly 40 to 50-plus hours; the developer's own pre-release guess was 50 to 60 hours. Full completion is a different scale — the developer cites up to 250 hours at a normal pace and 500 or more to solve everything — and those figures describe the road toward the deeper tiers and Completionist, not the first ending. For the Second and Final Endgames, no reviewer has published a puzzle or hour count at all; the only honest yardstick is the unlock-rate cliff between Endgame (5.64%), Endgame High (0.72%) and Endgame Low (0.29%).
7. After the first ending: the game keeps going
Reaching the Endgame is a milestone, not a stop — by design. The developer built the structure so play continues past it, and reviewers confirm it in practice: GameSocialClub's reviewer states plainly that he played past the first ending; SmashPad's reviewer compares what follows to The Witness's post-ending layer, "an ultimate ending of sorts." Continuing is what opens Antipode High, then Antipode Low, the remaining two endings and ultimately Completionist. The two teleporters you did not use, and their combination areas, remain available — nothing in any source suggests the first ending locks content away.
8. Choosing your four teleporters
If you are picking which four to push for first, the tracked unlock rates are the best available proxy for effort. Antipode HxM (27.60%) is the runaway easiest — its parents are the two gentlest worlds. After it, HxB (10.26%), MxB (9.68%) and SxB (8.24%) cluster together; MxS (6.94%) trails, and Antipode HxS (5.35%) is the hardest of the six by a clear margin, gated behind the south world's campaign on one side. A sensible four: HxM, HxB, MxB and SxB — leaving HxS and MxS, the two that lean on Skipping Stones, for the post-ending game where they belong. (Rates: Exophase tracked-player sample, mid-October 2026.)
FAQ
Do I need all six teleporters for the first ending? No — any four of the six. One review phrases the loop loosely enough to sound like all six; the developer's stated rule, TechRaptor's review and the achievement structure all say four.
Can I keep playing after the first ending? Yes. The game is designed for it: the first ending unlocks the deeper layers (Antipode High, then Low), and nothing you left unfinished is locked away.
Are there bad endings? No. The developer has said all three conclusions are written to feel satisfying and positive, and that the first ending brings real closure — the deeper endings add to it rather than exposing it as a "fake" ending.
How long does the first ending take? Roughly 40–50+ hours by reviewer accounts; the developer's own guess was 50–60. One reviewer reached it at 280 of about 920 overworld puzzles.
What happens in each ending? We do not know, and neither does any guide we can find: no reliable text source describes the ending scenes. This guide documents the requirements only.
Which four teleporters should I activate first? Start with HxM — by tracked unlock rates it is by far the most reached (27.60%) — then HxB, MxB and SxB. Leave HxS (5.35%) for after the first ending.
Related guides
Order of the Sinking Star: All 32 Achievements, Unlock Rates and the Road to Completionist
Order of the Sinking Star Beginner's Guide: Best World Order, the Rewind System, and What to Do First
Order of the Sinking Star Gold Rooms Explained: How All Six Open, the Star Meter, and the 4-of-6 Rule
