
Directive 8020 Walkthrough: All 8 Episodes and Choices
This Directive 8020 walkthrough covers all eight episodes in order: Little Star, Best Laid Plans, The Sample, Dragnet, Mr. Williams, Hostile Takeover, Revelation, and Come True. Use it first as a spoiler-safe route, then as a cleanup map for choices, Turning Points, Destinies, stealth, QTEs, collectibles, deaths, and endings.
Quick Answer
What is the correct Directive 8020 walkthrough order?
Directive 8020 has eight episodes. For a useful first run, play them in order, record every Story Tree Turning Point, and avoid changing multiple route variables at once. For 100%, branch later for endings, deaths, collectibles, and trophies.
What you probably searched for
Directive 8020 walkthrough
Full routePlay all eight episodes in order, record Turning Points after each chapter, and save destructive branches for cleanup.
How many chapters or episodes?
Quick answerThere are eight episodes: Little Star, Best Laid Plans, The Sample, Dragnet, Mr. Williams, Hostile Takeover, Revelation, and Come True.
Spoiler-safe first run
Low spoilerSearch rooms, keep the crew together, verify separated characters, pass QTEs, and log evidence without reading ending routes yet.
100% walkthrough route
CompletionFinish one clean route, then branch for endings, deaths, collectibles, trophies, and Movie Night variants from Turning Points.
Chapter checklist
ChecklistTrack playable character, objective, mimic clues, QTEs, stealth, collectibles, deaths, relationships, and Story Tree branches.
BLUF
Best route: finish one clean playthrough before chasing every branch. Search thoroughly, keep the crew together when possible, verify separated characters before trusting them, pass QTEs consistently, and log every Turning Point after each episode.
Key Facts
Browser saved progress
My Directive 8020 Progress
This panel reads your local checklist progress from this browser. No login or account is required.
Fast walkthrough navigator
Directive 8020 Episode Navigator
Pick an episode to jump to the route page and see the immediate QTE, collectible, and Turning Point checks.
Episode 1: Little Star
Open route pageOpening control, Brianna Young baseline, early mimic rules, first Destiny and Turning Point notes.
QTE / stealth
Prompt timing and route notes
Collectible check
Search before objective exit
Turning Point
Record branch before replay
Use case
First-run calibration
Walkthrough Sources and What They Confirm
This page does not copy another route. It combines official feature information with current preview and review reporting, then turns that material into an original, player-facing route framework. Exact late-game choices should still be verified from the in-game Story Tree before they are treated as final.
| Source | Walkthrough use |
|---|---|
| Official Steam Community news | Release date, five astronauts, mimic premise, QTEs, impossible choices, stealth, Turning Points, Movie Night, and online multiplayer timing. |
| TechRadar interview | Why Turning Points exist: saving favorite characters, replaying for endings, and achievement cleanup. |
| PC Gamer preview | Episode-style pacing, first-run blind advice, second-run branch completion, and episode one / episode four preview context. |
| GamesRadar episode guide | Confirmed eight-episode structure, episode names, broad chapter difficulty, and replay guidance for late outcomes. |
| Destructoid review | Reviewer-reported Destinies, scanner behavior, eight episodes, five substantial endings, and late-game pacing. |
| 100% Guides collectible guide | 65-collectible breakdown: 50 normal Secrets, 10 Simms Recordings, and 5 O Death Secrets. |
Best Way to Use This Walkthrough
Directive 8020 is a branching horror story, so a good walkthrough should not push every spoiler into your first screen. Use this page in three passes: first as a survival checklist, second as a Story Tree route map, and third as a completion tracker for endings, deaths, trophies, and collectibles.
- First run: stay mostly blind, but track separated characters, evidence, deaths, and Turning Points.
- Second run: use the Story Tree to test alternate choices episode by episode.
- Completion run: target collectibles, death scenes, endings, trophies, and Movie Night variants.
First-Run Action Plan
Follow this table if you only want practical advice while playing. Every step includes the action to take and the reason it matters, so you can make safer choices without reading every spoiler.
| Step | Do this | Why it matters |
|---|---|---|
| Before episode 1 | Pick readable brightness, enable subtitles, test QTE prompts, and decide whether this is blind or completion-focused. | Directive 8020 mixes cinematic scenes with sudden action, so unreadable prompts can create avoidable deaths. |
| During exploration | Sweep side rooms, terminals, bodies, crew spaces, labs, and objective-adjacent corridors before leaving. | Current collectible guides list 65 collectibles, and evidence can affect trust, Destinies, and route interpretation. |
| During stealth | Use crouch movement, line-of-sight breaks, hiding spots, and the scanner only when the risk is worth it. | Official material confirms stealth pressure, while review coverage describes the scanner as a useful objective and enemy tool. |
| After each episode | Open the Story Tree, record Turning Points, deaths, relationships, Destinies, locked branches, and missed collectibles. | Turning Points make replay efficient only if you know which variable you are changing. |
Video Transcript Route Notes
Route notes should be treated as paraphrased context, not copied dialogue. If names, locations, or late-game choices look different in your save, trust the in-game Story Tree and record the branch.
| Scene | What happens | Player action | Spoiler level |
|---|---|---|---|
| Opening mission | The transcript frames the Cassiopeia as a survey vessel sent from a dying Earth toward Tau Ceti f, with Andromeda positioned as the colony follow-up. | Record mission context before judging late rescue or warning choices. | Low |
| Early breach and Oracle | A hull breach, Oracle status reporting, lockdowns, and scanner tracing appear early in the route. | Treat scanner use and ship-system notes as core walkthrough data, not optional flavor. | Low |
| Williams suspicion | Mid-game scenes connect Williams with Oracle access, identity confusion, scanner checks, and corporate secrecy. | Verify returned or isolated characters through timeline, witnesses, and scan evidence. | Medium |
| Hydroponics / fire crisis | A later route mixes locked doors, fire control, oxygen danger, antenna repair limits, and rescue pressure. | Separate physical rescue timing from suspicion and communications outcomes. | Medium |
| Finale mission choice | Late scenes frame the route around distress signal versus warning, Andromeda safety, Earth contamination, and mission truth. | Log crew state, evidence state, and message choice before ending cleanup. | High |
| Cycle truth reveal | The late reveal connects copied memories, synthetic bodies, repeat missions, Corinth, Earth knowledge, and Oracle protocols. | Move detailed interpretation to Cycle 13 and all-endings pages. | High |

Episode Walkthrough Index
Known public episode titles are listed where available. Later episodes are intentionally labeled as capture slots so the page can be updated with exact in-game titles, decisions, deaths, and collectibles after route verification.
Episode 1: Little Star
Known titleOpening control, Brianna Young baseline, early mimic rules, first Destiny and Turning Point notes.
Episode 2: Best Laid Plans
Known titleMission stress, early relationship shifts, blame, cooperation, and evidence before accusations.
Episode 3: The Sample
Known titleSpecimen handling, lab evidence, containment logic, and mimic suspicion.
Episode 4: Dragnet
Known titleStealth pressure, pursuit routing, scanner habits, and mid-run branch testing.
Episode 5: Mr. Williams
Known titleWilliams route pressure, prior episode consequences, suspect lists, and mid-game death locks.
Episode 6: Hostile Takeover
Known titleLate-game branching, survivor-dependent scenes, paranoia, deaths, and Destinies paying off.
Episode 7: Revelation
Known titleFinal survivor setup, outside-Cassiopeia consequences, mission priorities, and locked relationships.
Episode 8: Come True
Known titleFinal choices, ending split, survivor state, and post-ending cleanup notes.
Episode 1: Little Star Walkthrough
Play this as calibration. Learn prompt timing, inspect crew spaces, and write down the first moment a character separates or acts with information they should not have.
- Main focus: Opening control, Brianna Young baseline, early mimic rules, first Destiny and Turning Point notes.
- Record: playable character, objective, evidence, separated crew, deaths, and Story Tree branches.
- Replay rule: change one variable per Turning Point so you can identify what caused the new result.
Episode 2: Best Laid Plans Walkthrough
Favor calm, evidence-based choices. If two characters disagree, log both the relationship change and who physically controls the next risky action.
- Main focus: Mission stress, early relationship shifts, blame, cooperation, and evidence before accusations.
- Record: playable character, objective, evidence, separated crew, deaths, and Story Tree branches.
- Replay rule: change one variable per Turning Point so you can identify what caused the new result.
Episode 3: The Sample Walkthrough
Search lab spaces before objective exits. Note who argues for containment, destruction, secrecy, or speed because those positions may return in late trust checks.
- Main focus: Specimen handling, lab evidence, containment logic, and mimic suspicion.
- Record: playable character, objective, evidence, separated crew, deaths, and Story Tree branches.
- Replay rule: change one variable per Turning Point so you can identify what caused the new result.
Episode 4: Dragnet Walkthrough
Map cover, sight lines, scanner timing, and chase exits. Keep QTE success consistent when testing whether a death came from stealth or from a prior choice.
- Main focus: Stealth pressure, pursuit routing, scanner habits, and mid-run branch testing.
- Record: playable character, objective, evidence, separated crew, deaths, and Story Tree branches.
- Replay rule: change one variable per Turning Point so you can identify what caused the new result.
Episode 5: Mr. Williams Walkthrough
Treat this as the mid-game audit. Before changing anything, list every living character, known clue, weapon/tool state, and unresolved suspicion. Some outcomes here are influenced by earlier episode choices.
- Main focus: Williams route pressure, prior episode consequences, suspect lists, and mid-game death locks.
- Record: playable character, objective, evidence, separated crew, deaths, and Story Tree branches.
- Replay rule: change one variable per Turning Point so you can identify what caused the new result.
Episode 6: Hostile Takeover Walkthrough
Save this chapter for careful branch testing, not rushed cleanup. Which crew members are alive by this point can change how much of the episode you see.
- Main focus: Late-game branching, survivor-dependent scenes, paranoia, deaths, and Destinies paying off.
- Record: playable character, objective, evidence, separated crew, deaths, and Story Tree branches.
- Replay rule: change one variable per Turning Point so you can identify what caused the new result.
Episode 7: Revelation Walkthrough
Change one variable at a time: a trust decision, a QTE result, a Destiny, or a collectible route. Several 50-50 style decisions here can reshape the final outcome.
- Main focus: Final survivor setup, outside-Cassiopeia consequences, mission priorities, and locked relationships.
- Record: playable character, objective, evidence, separated crew, deaths, and Story Tree branches.
- Replay rule: change one variable per Turning Point so you can identify what caused the new result.
Episode 8: Come True Walkthrough
Record the exact final state: survivors, deaths, mimic status, mission outcome, O Death progress, collectibles, and ending name. Use late Turning Points for all-ending cleanup.
- Main focus: Final choices, ending split, survivor state, and post-ending cleanup notes.
- Record: playable character, objective, evidence, separated crew, deaths, and Story Tree branches.
- Replay rule: change one variable per Turning Point so you can identify what caused the new result.

Route Priorities by Player Goal
Do not use the same route for every goal. A blind story run, a best ending route, and a trophy route all need different tolerance for spoilers and rewinds.
| Best ending base | Keep the crew alive, preserve evidence, verify mimic claims, pass QTEs, and protect useful relationships. |
| All endings route | Finish one clean ending, then branch from late Turning Points to test survivor count, mission choice, and evidence state. |
| All collectibles route | Use the current 65-collectible target and check every episode before advancing through irreversible exits. |
| Movie Night route | Assign one player to record choices and another to watch for clues, because local co-op can make trust decisions chaotic. |
| Survival Mode route | Accept that consequences are final; use this only after learning prompt timing and route risks. |
Chapter Tracking Template
Use this template for each episode. It keeps every chapter note practical: who you controlled, what changed, what was missed, and which branch should be tested next.
| Playable character | Who you control and whether another player owns them in Movie Night. |
| Opening state | Crew alive, injured, separated, armed, suspicious, or locked out of an area. |
| Objective | The visible mission goal and the hidden route risk behind it. |
| Destiny / character direction | Any trait-like decision that changes how a character acts later. |
| Mimic clues | Contradictions, impossible knowledge, isolation, duplicate characters, or unsafe trust prompts. |
| QTE / stealth | Inputs, chase routes, hiding spots, scanner use, deaths, and injuries. |
| Collectibles | Logs, recordings, notes, secrets, environmental lore, and Deluxe-related relics. |
| Turning Points | Story Tree node, branch tested, result, and whether it affects endings. |
QTE, Stealth, Scanner, and Chase Tips
Official launch material says Directive 8020 keeps Supermassive staples like split-second QTEs and impossible choices while adding more active stealth. Review coverage also describes a scanner that can point toward objectives and enemies. Use those tools carefully: relying on the scanner can reduce uncertainty, but ignoring it in a dangerous section can cost a character.
- Keep controller or keyboard input stable before long action scenes.
- Crouch, wait, and break line of sight before sprinting through threat zones.
- Use the scanner to confirm danger, then put attention back on movement and cover.
- When testing branches, repeat QTE outcomes consistently so dialogue choices remain the only changed variable.
Collectibles and Evidence
Treat collectibles as route data, not just lore. In a mimic story, logs and recordings can explain contradictions, crew history, Cassiopeia systems, and safer trust decisions. Current collectible guides list 65 total items: 50 normal Secrets, 10 Simms Recordings, and 5 O Death Secrets tied to Curator cleanup.
- Search crew quarters, medical areas, labs, control rooms, hydroponics-style spaces, wreckage paths, and sealed doors.
- Record whether each collectible appears before or after a major trust decision.
- Check if collectibles remain saved after replaying from a Turning Point.
- Separate required evidence from optional lore so the final guide can support both casual and 100% players.
When to Rewind with Turning Points
Turning Points are useful, but rewinding too often can make the first playthrough feel artificial. The practical rule is simple: accept consequences during a blind run unless a death ruins your goal, then use the Story Tree aggressively for second-run cleanup.
- Finish the episode if the run is still readable.
- Open the Story Tree and identify the earliest relevant Turning Point.
- Write down the original choice, new choice, and changed result.
- Do not change QTE success, evidence, and dialogue in the same test.
- Move ending tests to late-game branches after one full route is complete.
Related Walkthrough Pages
Next Guides
All Choices & Consequences
Check which decisions change trust, deaths, and endings.
All Endings
Branch late Turning Points for best, bad, and hidden endings.
Collectibles & Heirlooms
Track the 65 listed collectibles while moving chapter by chapter.
How to Save Everyone
Turn this walkthrough into a best-ending survival route.
Turning Points & Story Tree
Use rewinds correctly instead of replaying the full game.
Trophy & Achievement Guide
Plan endings, collectibles, deaths, and cleanup efficiently.
Frequently Asked Questions
Q: What is the Directive 8020 walkthrough order?
Play the eight episodes in order: Little Star, Best Laid Plans, The Sample, Dragnet, Mr. Williams, Hostile Takeover, Revelation, and Come True.
Q: How many episodes are in Directive 8020?
Directive 8020 has eight episodes: Little Star, Best Laid Plans, The Sample, Dragnet, Mr. Williams, Hostile Takeover, Revelation, and Come True.
Q: Should I use a walkthrough for my first Directive 8020 playthrough?
Use a spoiler-safe walkthrough on your first run. Read survival rules, exploration habits, and tracking templates, but save exact death and ending routes for a second run unless you are chasing trophies immediately.
Q: What should I track in every Directive 8020 chapter?
Track playable character, objective, separated crew, mimic clues, Destinies, QTEs, stealth failures, scanner prompts, collectibles, deaths, relationships, and Turning Points.
Q: How do Turning Points change the walkthrough?
Turning Points let you revisit major decisions through the story tree, so the best route method is to finish one clean run, then replay specific branches instead of restarting the whole game.
Q: How many collectibles are in Directive 8020?
Current collectible guides list 65 collectibles: 50 normal Secrets, 10 Simms Recordings, and 5 O Death Secrets. The O Death route is tied to Curator cleanup.