How many endings does ReStory have?
Community guides describe Default, Good, Secret, and Bad playthrough tones, plus a late Hashimoto finale with two Steam-tracked outcomes (Rock of the Ages! and Globalization).
ReStory chill electronics repairs endings: Default, Good, Secret, Bad routes with Good vs Secret checklists, finale flags, and customer-arc priorities.
Customer arcs and finale choices — use the checklists on this page.
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This ReStory endings guide maps Default, Good, Secret, and Bad routes without a spoiler wall — use checklists and condition tables, then open characters for who each flag belongs to. Community hour estimates and Steam finale unlocks (Rock of the Ages! / Globalization) are labeled as such. Verified August 16, 2026.
| Route | Community focus | Hours (community) | Steam finale unlock |
|---|---|---|---|
| Default | Finish main story without special arc conditions | ≈8–10 | Still hits a finale choice |
| Good | Resolve ≥4 key NPC arcs positively | ≈10–12 | Finale still chosen separately |
| Secret | Good path + extra hidden moments | ≈12–15 | Finale still chosen separately |
| Bad | Ignore arcs / profit-first / skip talk | ≈6–8 | Finale still chosen separately |
ReStory: Chill Electronics Repairs does not show a Good/Evil slider. Branching is the sum of talk options, pricing on named customers, whether you dig into devices and notes, and who you invite upstairs. Official copy states choices shape customer lives, the shop, and multiple endings — your save is a pile of arc flags, not one meter.

| Signal type | What the game tracks | Player habit |
|---|---|---|
| Dialogue depth | Whether you keep talking after a repair | Never leave a last-visit chat unopened |
| Pricing tone | Fair vs greedy on story NPCs | Save max bills for anonymous walk-ins |
| Help choices | Report vs help / free vs charge | Read the beat before you click |
| Invite / home | Who finds upstairs clues | Invite the right person for that watch beat |
| Finale offer | Hashimoto’s two shop-fate options | Decide after Yamato’s concert news |
Community route guides (Default / Good / Secret / Bad) describe the overall tone of your playthrough. Steam achievements name two finale outcomes: Rock of the Ages! (sell the shop to Takumi and donate the proceeds to the concert organizers) and Globalization (accept the shopping-center development). Treat route names as story quality and Steam names as the last click — both matter for completionists.
Dumping every line of dialogue is how ending pages become spoiler walls. You get Situation → Action tables and task lists instead. Cast biographies and softer context live on characters; missable Steam story unlocks sit on achievements.
Next: the Good vs Secret condition table — the one players actually need before NG+.
Good is “you cared enough.” Secret is “you cared and kept looking.” Community write-ups (Sportskeeda-style) put Good around four positive arc resolutions; Secret keeps those four and adds second-stage hidden moments. Exact internal flag names are not published — use the checklist, then verify on your save.
| Condition cluster | Good ending | Secret ending |
|---|---|---|
| Ex-gang phone beat | Stay quiet + help toward legal work | Same, then finish the redemption follow-up |
| Lovestruck student | Help the confession and understand the situation | Same, then learn the motive link to other customers |
| Eggotchi girl | Fully restore all data (not a half fix) | Same, then see the family reconciliation beat |
| Hashimoto / landlord | Earn discount or free work + ask about device history | Same, then open the locked-drawer prior-owner reveal |
| Playtime (community) | ≈10–12 hours if you talk through jobs | ≈12–15 hours with extra digs |
| Tone | Warm, satisfying shop closure | Same warmth + hidden Akiba lore |
Clear the main plot without those positive resolutions and you still get an ending — community labels call it Default: bittersweet, hopeful, shorter (≈8–10h). It is not the same as Bad; Bad is the cold rush path where arcs are ignored or mishandled on purpose.
Secret needs time for recurring visits. If you are still learning the bench loop, finish beginner guide and keep talking — the hidden moments appear after the Good cluster, not instead of it.
Knowing the clusters is useless if you chase the wrong customers first. Prioritize the arcs next.
Work the people who show up early and keep returning. Names and soft roles are on the characters page; this list is only the ending-relevant checklist.
Community achievement notes: inviting the wrong person upstairs can burn the watch discovery for Kaito (Ronin) or Baketsu (Ghost in the Frame). Plan one invite target per save if you care about both Steam unlocks — that is a second-playthrough item, not a single-save guarantee.
Fair prices on named story customers keep doors open. Squeeze anonymous mail and walk-ins when rent is tight. The money guide covers till rules; endings care that you did not nickle-and-dime every face on the cast list.
When Yamato’s concert news lands, the finale choice is next — that is where Steam names attach.
Late game, after Yamato explains the concert is in trouble, Hashimoto presents two shop-fate options. Community 100% guides map them cleanly to Steam achievements. No cutscene transcript here — only the decision table.

| Finale choice (community) | Steam unlock | Story tone | Missable? |
|---|---|---|---|
| Sell shop to Takumi + donate proceeds to concert organizers | Rock of the Ages! | Warm epilogue; see how cast grew | Yes — other choice skips it |
| Accept fate / allow shopping-center development | Globalization | Cold / development ending | Yes — other choice skips it |
You can play kindly all game and still pick Globalization on the last prompt — or rush cold and still sell-and-donate. Completionists who want both Steam unlocks need two finale clicks across saves (minimum playthrough notes from community guides: about three runs for full achievement coverage when missables stack).
If your platform allows a manual bike / day save, park one right before the offer. That is the cheapest way to grab both finale achievements without replaying 12 hours of cleaning.
Bad outcomes are usually decided earlier than this click. The next section is the anti-Bad habit table.
Matched by build plan, shared topics, and guide progression — not random related links.
Bad is the “I treated the shop like a spreadsheet” path: ignore arcs, prioritize profit, rush repairs without dialogue. Use this Situation → Action table instead of reading ending prose.
| Situation | Action | Why |
|---|---|---|
| Named customer finishes a last repair | Talk again before the next job | Last-chat flags often sit after delivery |
| Courier offers to pay for a child’s fix | Refuse / make it free for kids | Opens Origami / goodwill beats |
| Suspicious phone content appears | Pause — help vs report is an arc fork | Rush report can kill Good cluster |
| Invite prompt appears | Invite only the target for that save | Watch beat is exclusive |
| Rent + bills due, story NPC waiting | Pay bills, still talk the NPC | Bankrupt is an achievement, not a route plan |
| Finale offer after Yamato | Pick sell-and-donate for Rock | Globalization is the mall acceptance click |
| You only care about speed | Accept Default / Bad risk | ≈6–8h clears skip warmth on purpose |
If you finished the plot but never dug into the four Good clusters, community guides call that Default — shorter, bittersweet, still a real ending. Bad is colder: mishandled or ignored key customers plus profit-first habits. Do not panic-reload just because you missed one Secret dig; finish Good first.
50 Steam achievements and multiple missable story unlocks make NG+ (or a second save) normal. Use the first save for Good/Secret arc tones, then pick the finale Steam unlock you want; use later saves for the other finale click, the other upstairs invite, and grind unlocks.
| Save goal | Focus | Link |
|---|---|---|
| Save A | Good/Secret arcs + chosen finale unlock | This page + characters |
| Save B | Opposite finale unlock + other invite target | Achievements missables |
| Save C / mop-up | Akiba Championship, cleaning grind, license bugs | Achievements groups |
Ending flags and hour estimates still move as patches land (game released 2026-08-06). Cross-check weird locks on official Discord with spoiler tags before you delete a 15-hour save.
Community guides describe Default, Good, Secret, and Bad playthrough tones, plus a late Hashimoto finale with two Steam-tracked outcomes (Rock of the Ages! and Globalization).
Positively resolve the key NPC clusters (ex-gang help, student confession, full Eggotchi restore, Hashimoto goodwill). That is the Good *tone* — the Steam finale unlock (Rock of the Ages! vs Globalization) is a separate late Hashimoto choice.
Complete the Good cluster, then keep pursuing hidden follow-ups (redemption stage two, student motive links, Eggotchi family beat, Hashimoto locked drawer). Expect ≈12–15 hours community time.
Community 100% guides treat Globalization as the mall-acceptance finale choice and often pair cold playthroughs with it. You can still click it after a kind run — the Steam name tracks the choice, not only your tone.
Yes. Rush repairs without dialogue, greed-price every named customer, or burn exclusive invite beats and you can lock colder routes.
On the characters page. Story Steam unlocks and bug notes are on achievements.
Matched by build plan, shared topics, and guide progression — not random related links.