Career endings normally trigger at age 20 after the last Glow season at age 19. For a career ending, perform its primary job at least five times and reach at least 50 in the associated skill; doing the job more frequently raises its priority over competing careers. Secondary jobs support the result. A useful approach is to make a save at age 17 or 18 with varied skills, then concentrate on the desired career. Some special endings finish the story early or override the career result. Every ending below contains its requirements directly.
Hunter Ending
Save 1 — Early in the final years.
Raise Combat to 50 or higher.
Perform Hunt in the Swamp at least five times and keep it your most-frequent qualifying career job.
Use Defense Training as a supporting activity.
Do not negotiate peace.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Athlete Ending
Save 1 — Early in the final years.
Raise Toughness to 50 or higher.
Perform Play Sportsball at least five times and keep it your most-frequent qualifying career job.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Hero Ending
Save 1 — Early in the final years.
Raise Combat to 50 or higher.
Perform Guard Duty at least five times and keep it your most-frequent qualifying career job.
Use Lookout Duty as a supporting activity.
Do not negotiate peace.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Astronaut Ending
Save 1 — Early in the final years.
Raise Bravery to 50 or higher.
Perform Study Engineering at least five times and keep it your most-frequent qualifying career job.
Use Survey the Ridge as a supporting activity.
Make a pact with Vace to leave the planet.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Explorer Ending
Save 1 — Early in the final years.
Raise Perception to 50 or higher.
Perform Survey the Plains at least five times and keep it your most-frequent qualifying career job.
Use Explore Nearby as a supporting activity.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Collector Ending
Save 1 — Early in the final years.
Raise Organization to 50 or higher.
Perform Survey the Ridge at least five times and keep it your most-frequent qualifying career job.
Use Forage in the Valley as a supporting activity.
Do not negotiate peace.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Parent Ending
Save 1 — Early in the final years.
Raise Empathy to 50 or higher.
Perform Babysitting at least five times and keep it your most-frequent qualifying career job.
Use Work in the Kitchen as a supporting activity.
Tell Tammy or Rex you want children.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Novelist Ending
Save 1 — Early in the final years.
Raise Creativity to 50 or higher.
Perform Study Humanities at least five times and keep it your most-frequent qualifying career job.
Use Assist the Governor as a supporting activity.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Entertainer Ending
Save 1 — Early in the final years.
Raise Bravery to 50 or higher.
Perform Practice Photophonor at least five times and keep it your most-frequent qualifying career job.
Use Work in the Cafe as a supporting activity.
Perform using the Photophonor.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Botanist Ending
Save 1 — Early in the final years.
Raise Biology to 50 or higher.
Perform Research Xenobotany at least five times and keep it your most-frequent qualifying career job.
Use Study Life Sciences as a supporting activity.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Rancher Ending
Save 1 — Early in the final years.
Raise Animals to 50 or higher.
Perform Tend the Animals at least five times and keep it your most-frequent qualifying career job.
Use Relax in the Park as a supporting activity.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Farmer Ending
Save 1 — Early in the final years.
Raise Biology to 50 or higher.
Perform Work on the Farm at least five times and keep it your most-frequent qualifying career job.
Use Shovel Dirt as a supporting activity.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Lawyer Ending
Save 1 — Early in the final years.
Raise Persuasion to 50 or higher.
Perform Assist the Governor at least five times and keep it your most-frequent qualifying career job.
Use Study Humanities as a supporting activity.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Architect Ending
Save 1 — Early in the final years.
Raise Toughness to 50 or higher.
Perform Work Construction at least five times and keep it your most-frequent qualifying career job.
Use Study Engineering as a supporting activity.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Merchant Ending
Save 1 — Early in the final years.
Raise Organization to 50 or higher.
Perform Work in the Depot at least five times and keep it your most-frequent qualifying career job.
Use Deliver Supplies as a supporting activity.
Tell Marz you support capitalism.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Doctor Ending
Save 1 — Early in the final years.
Raise Empathy to 50 or higher.
Perform Assist in Medbay at least five times and keep it your most-frequent qualifying career job.
Use Study Life Sciences as a supporting activity.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Roboticist Ending
Save 1 — Early in the final years.
Raise Engineering to 50 or higher.
Perform Repair Robots at least five times and keep it your most-frequent qualifying career job.
Use Study Engineering as a supporting activity.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Professor Ending
Save 1 — Early in the final years.
Raise Reasoning to 50 or higher.
Perform Tutor Children at least five times and keep it your most-frequent qualifying career job.
Use Study Humanities as a supporting activity.
Avoid overriding special endings.
Continue until the end of Glow at age 19.
Governor Ending
Raise Persuasion to 100 and build high Rebellion.
Advance the political storyline and challenge the colony’s current leadership.
Successfully become governor before the final year.
Complete Glow of age 19 as governor.
Rebel Ending
Increase Rebellion consistently by selecting resistant or anti-authority responses.
Do not pursue a career job at least five times if it would outrank this outcome.
Prioritize Rebellion over ordinary career progression.
Finish the final Glow at age 19.
Hobbyist Ending
Alternate among relaxation activities such as Relax in the Lounge, Park, or Walls.
Do not perform any single career’s main job five or more times.
Avoid repeated hunting or expedition job activity that may award a competing career.
Reach age 20 without meeting another dominant career-ending requirement.
Negotiated Peace Ending
Meet Sym during expeditions outside the colony and increase friendship.
Go with Sym to meet the Overseer.
Bring the Overseer’s proposal to the colony.
Ensure Marz or the player character is governor.
In the tenth year’s Glow season, pass the Persuasion, Reasoning and Animals challenges.
This peaceful outcome modifies the career ending rather than replacing it.
Colony Destroyed Ending
Let Colony Defense fall below five.
Fight Nocticulent repeatedly without installing the Array-disabling virus.
Prevent Tangent’s Cure from taking precedence.
Proceed to the final Glow attack of age 19 with Defense below five.
Tangent’s Cure Ending
Build friendship with Tangent and support her project after the rooftop conversation.
Maintain positive support for her research through its development.
Keep Lum as governor through Wet season of year 19.
Do not persuade Lum or Tangent to abandon deployment.
Do not redirect Dys’s sabotage toward Tangent’s laboratory.
Proceed to the Cure ending.
Ran Away Ending
Start a relationship with Dys and raise friendship to at least 70.
Raise Rebellion above 50.
During Wet season of year 18, locate Dys at the expedition outpost and find his bomb.
Do not stop the bomb.
Choose to escape with Dys.
Continue into the runaway ending.
Disabled the Array Ending
Speak with Rhett on the Ridge to unlock swamp hunting.
Explore the Swamp with Vace three times, completing the boss events.
Return to Rhett at Expeditions and accept the mission to disable the Array.
Speak to Congruence in Engineering to develop the virus.
Fight Nocticulent through the three encounters and acquire its head.
Return to the final Swamp boss location.
Use Nocticulent’s head to gain access.
Pass the Combat or Perception check and install the virus.
Joined the Gardeners Ending
Befriend Dys.
During year 18, let Dys plant his bomb.
In the next year, reach the new event at the end of the Ridge.
Ask to speak with Sym before the transformation.
Tell Sym you also want to become a Gardener.
Finish the event.
Transcended Time Ending
Meet Sym outside the colony and build friendship.
Unlock Sneak Out During Glow and choose that activity.
Explore until encountering shadowy Faceless figures.
Follow the exploration route to the Faceless encounter on the hill beneath the wormhole.
Keep Stress low enough to complete the sequence.
When two final dialogue options appear, select the second.
Stratospheric Destroyed Ending
In an earlier life, learn the connection between the wormhole and your recurring dreams.
Previously complete the Second Engineer progression with Robot Repair and high Engineering.
Befriend Congruence in an earlier life.
Begin a new game.
Select Ship Engineering Manuals as your childhood gift.
Select Congruence as your childhood friend.
On approach to the wormhole, choose Recalibrate the shields.
Tell Congruence to disable the shields completely.
Life on Earth Ending
First complete the Stratospheric Destroyed Ending.
Start a new game after the wormhole has been destroyed.
Proceed to the Life on Earth ending.
Life on Earth – Alternate Ending
First complete Life on Earth.
Start another new run and take the wormhole-related option.
Instead of restoring the wormhole, choose to remain on Earth.
Continue to the alternate Life on Earth conclusion.



