Review 9 endings played to completion 3 genuinely distinct 19 minute worst-case gap
Review

Nine Doors Claims Nine Endings And Has Roughly Three

We played all nine to completion, recorded every line of the final sequences and compared them against each other. Six differ only in a closing paragraph. Three are genuinely distinct in what happens and what it means. A game is entitled to that structure; a store page is not entitled to describe it as nine.

A corridor of doorways receding into darkness, each doorway showing a slightly different room beyond, one outlined in glowing pink
Nine doors, and rather fewer rooms behind them than the count implies.

Counting endings is harder than it sounds, which is why we published a definition before we started doing it. An ending counts as distinct if it differs from every other ending by more than a single closing scene, meaning something happens differently rather than merely being described differently.

By that standard Nine Doors has three endings. Six of the nine share an identical final sequence and diverge only in a concluding paragraph that names a different character. This is not a bug or an accident; it is a reasonable way to acknowledge a player's choices cheaply. It is only a problem because the number nine is doing promotional work the content cannot support.

The comparison, ending by ending

We recorded each ending in full and compared them for divergence in the final sequence, in the events preceding it, and in the state of the world afterwards. The groupings below are ours and we have described the method on the standards page so that a reader can disagree with them precisely.

EndingFinal sequenceDivergence pointGroup
AUnique, 11 minutesChapter 4Distinct 1
BUnique, 9 minutesChapter 5Distinct 2
CUnique, 14 minutesChapter 3Distinct 3
DShared with E, F, G, H, IFinal scene onlyVariant of 2
EShared, one paragraph differsFinal scene onlyVariant of 2
FShared, one paragraph differsFinal scene onlyVariant of 2
GShared, one paragraph differsFinal scene onlyVariant of 2
HShared, one paragraph differsFinal scene onlyVariant of 2
IShared, one paragraph differsFinal scene onlyVariant of 2

Reaching all nine took us nineteen hours, of which we estimate four were new material. That ratio is the actual complaint. Had the game presented three endings and six epilogue variations, we would have played it in seven hours and thought considerably better of it.

Worst checkpoint gap

19min

Chapter six contains a nineteen-minute stretch with no reachable checkpoint and no manual save. We lost it twice: once to a crash and once to closing the game while believing an autosave had occurred.

The save system is the deeper problem

A game asking to be replayed nine times has an unusually high obligation to make replaying convenient, and this one does the opposite. There is a single save slot. Reaching a second ending means overwriting your route to the first, so any comparison requires either a full replay or manual file copying outside the game.

We did the latter, because our method requires it. A reader who wants to see two endings without nineteen hours of effort will have to do the same, and being obliged to manage save files in a file browser to experience a game's advertised content is a design failure regardless of how the endings are counted.

Quit pointWork lostNote
Mid-conversation, chapter 23 minutesAcceptable
Mid-puzzle, chapter 47 minutesPuzzle state not preserved
Chapter 6 traversal19 minutesNo checkpoint in the section
Immediately before an ending11 minutesFinal sequence restarts entirely

A game that wants nine playthroughs owes you nine save slots. This one has one, and expects a file browser to make up the difference.

What is genuinely good

The three distinct endings are strong, and the earliest divergence at chapter three is brave: it commits to a substantially different second half rather than a different epilogue. Ending C in particular reframes two earlier scenes convincingly enough that we went back to check them, which is the reaction a branching structure should aim for.

The writing throughout is careful and the mid-game pacing is good. Our objections are structural rather than aesthetic, and a reader who never intends to see more than one ending will encounter a much better game than our score suggests.

What we would change

  • Multiple save slots, at minimum one per chapter. This alone would raise our score by a full point.
  • A checkpoint inside chapter six, anywhere at all. Nineteen minutes without one is indefensible in a game with no manual save.
  • Honest labelling. Three endings and six epilogues is a perfectly attractive proposition, and it happens to be true.

Verdict

6.8/10

Three well-made endings buried inside a claim of nine, with nineteen hours required to see roughly four hours of unique material. One save slot for a game built on branching, and a nineteen-minute checkpoint gap in chapter six that cost us the same stretch twice. The writing deserves a better structure than it has been given.