The four route families
Most endings belong to one of four families. Mood routes push the park toward a feeling, such as fear or hate. Novelty routes make one strange subject the whole story. Story chains follow a specific character or investigation. Secret routes break the normal rules entirely.
Knowing the family helps you predict what the station will do next. If you are on a mood route, the headlines will keep escalating the mood. If you are on a story chain, the headlines will keep naming the next plot beat.
The last-photo prompt
Some routes end with a prompt to take the last photo. The prompt is not a failure state. It is the game telling you the story has reached its final image. Take the photo and the ending card follows.
The Good ending is the clearest example. The station goes off air, the park stays kind, and the last photo is the one that closes the story.
Why 12 or 14 endings?
The original Early Access build had 12 endings. Two secret endings were added later, which is why early cards say ending 1 of 12 while the newest cards say ending 13 of 14 or 14 of 14.
The all endings overview lists all 14 with the current numbering. If a guide only lists 12, it is working from the older build.
The endings menu
The endings menu tracks which cards you have seen. It is the fastest way to check whether a route actually registered, especially for the secret endings. A card you have already seen will not surprise you with a new number.
Replay and explore
Runs are short by design. The fastest ending takes about 20 seconds, and most story chains take three to five minutes. That makes experimentation cheap: if a route goes wrong, restart and try a different subject.
If you want a suggested order, start with the short novelty endings, then the story chains, then the two secrets. The overview page has a recommended sequence.