RetroSpace challenges players with its branching narrative that hinges on a critical decision after overcoming the contagion block. Deciding Aurora 5's fate—whether to rejoin the Golden Journey fleet or set course for Earth—dramatically shapes the game's conclusion and impacts your experience moving forward. This crossroads is pivotal, as it affects not only the narrative but also the achievements and post-ending content you unlock.
The choices you make reverberate beyond the main endings, influencing six distinct post-credits scenes that reflect your journey’s nuances. These scenes vary depending on the actions and priorities embedded in your playthrough, demonstrating how RetroSpace rewards players for their decisions and gameplay style.
Understanding both main endings, their outcomes, and the additional scenes is essential to fully grasping RetroSpace’s narrative depth. From hidden achievements to nuanced story implications, the path you choose holds significant weight in your overall experience.
RetroSpace Good Ending: Return to the Fleet
Opting to continue Aurora 5's original mission by returning to the Golden Journey fleet leads you to the good ending. This path emphasizes commitment to the initial expedition, promising a deeper narrative payoff.
After you clear the contagion block, access the navigation terminal and select the option to rejoin the Aurora fleet. This choice sets the next phase of Aurora 5’s journey in motion.
Aurora 5 recalibrates its coordinates to align with the rest of the Golden Journey convoy, positioning you for a coordinated fleet reunion.
Choosing this route unlocks the Too good to be true achievement, highlighting its significance within the game’s achievement roster.
What Happens in the Good Ending?
As Aurora 5 initiates its jump to escape the black hole’s gravitational distortion, anticipation builds. However, upon arrival at the rendezvous point, an unsettling silence fills the void, signaling something amiss.
The communications system detects a complete lack of radio transmissions from the other vessels. This absence hints at a troubled fate awaiting the fleet.
Observing the exterior, you notice at least one Aurora station has been catastrophically torn apart, revealing the magnitude of devastation among fleet assets.
The remaining ships drift silently through space, disconnected and isolated. The story leaves the ultimate fate of the fleet’s AI and crew unresolved, adding a layer of mystery.
If you continue exploring Aurora 5, you’ll encounter locked doors, security panels, and terminals requiring specific codes. Access to these may yield further insight, with codes detailed in the RetroSpace: All Codes & Passwords reference.
RetroSpace Bad Ending: Return to Earth
Abandoning the fleet’s mission to return home triggers the bad ending. This choice paints a grim portrait of Aurora 5’s homecoming hopes.
Upon clearing the contagion block, choose Earth as your destination at the bridge terminal, setting the ship’s course back to the Sol system.
This decision commences Aurora 5’s warp journey toward Earth, but the destination harbors a bleak surprise.
The Not the best outcome… achievement unlocks upon pursuing this ending, reflecting the narrative’s somber tone.
What Happens in the Bad Ending?
After completing its warp jump, Aurora 5 attempts contact with ground control, receiving no response in return. This silence signals the dire state of Earth.
The communications system confirms that no radio transmissions are originating from Earth, emphasizing the planet’s isolation.
A visual survey reveals a devastated Earth—a brown, desolate wasteland shrouded in thick atmospheric smog. Satellite debris orbits the planet, symbolizing technological and ecological collapse.
The story implies that Dr. Westfield’s choice to return was ultimately futile, with Earth lost well before Aurora 5’s arrival.
Optional audio logs scattered aboard Aurora 5 provide additional details and can help unlock the Radio Ga Ga achievement for players thorough in their exploration.
Which RetroSpace Ending Is Canon?The Wild Gentlemen have not confirmed an official canon ending, leaving interpretations open to player debate and analysis.
Some community perspectives suggest the Golden Journey fleet ending as the more fitting thematic conclusion, but without official validation from the developers.
Until further announcements, players should consider both endings as equally valid conclusions to RetroSpace’s story.
RetroSpace Post-Ending ScenesThe story’s conclusion is only part of what unfolds after the credits. RetroSpace also features six unique post-ending scenes that respond directly to your in-game choices and behavior.
These scenes follow a hierarchy of priority, so if multiple conditions are met, the scene higher on the priority list will take precedence over others, making your specific playthrough truly unique.
1. AbominationTrigger this highest-priority scene by extensively using Mutamods throughout your playthrough and upgrading at least three different Mutamods to Level 3 . This path reflects embracing powerful enhancements with significant consequences.
2. I am the VoidTo unlock this scene, you must die at least 20 times in a single playthrough and not meet the conditions for a higher-priority scene. It offers a stark, introspective tone on persistence and failure.
3. There is still hope…
Completing all six side quests within the same playthrough unlocks this optimistic scene. It highlights the impact of thorough exploration and side mission completion.
The required side quests include:
- Find something for Dr. Nebula
- Violet’s Story
- Rose’s Fragments
- Find a new head for Joey
- Codename: Charlie
- Dates
To qualify, you must also avoid triggering any of the higher-priority post-ending scenes.
4. Space Disease
This scene activates if you choose never to use any Mutamods throughout your playthrough, and do not meet requirements for higher-ranked scenes. It reflects a purist approach to gameplay.
5. The Wrench is the KEYBy killing at least 20 enemies using the wrench in one playthrough, you unlock this unique scene. It rewards players who favor melee combat.
6. Everything is funkyThis default post-ending scene appears if none of the conditions for the previous five scenes are met. It serves as a catch-all conclusion highlighting a distinct but less specialized outcome.
For this scene, you must never use any Mutamods during the playthrough.
You also cannot meet the requirements for a higher-priority scene.
5. The Wrench is the KEY
Kill at least 20 enemies with the wrench during one playthrough.
6. Everything is funky
This is the default post-ending scene.
You will get Everything is funky if you do not meet the requirements for any of the five scenes above.