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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.

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

Core systems
Official
Mimic threat, choices, QTEs, stealth, Turning Points, Story Tree, and Movie Night are official-source supported.
Episode count
Official
8 episodes: Little Star through Come True.
Collectible count
Official
65 collectibles are currently listed: 50 normal Secrets, 10 Simms Recordings, and 5 O Death Secrets.
Late chapter titles
Official
Episodes 5-8 are Mr. Williams, Hostile Takeover, Revelation, and Come True.

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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 page

Opening 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

Use the official trailer as the visual baseline for this walkthrough: Cassiopeia exploration, crew distrust, mimic pressure, and cinematic survival horror pacing. Watch on YouTube

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.

SourceWalkthrough use
Official Steam Community newsRelease date, five astronauts, mimic premise, QTEs, impossible choices, stealth, Turning Points, Movie Night, and online multiplayer timing.
TechRadar interviewWhy Turning Points exist: saving favorite characters, replaying for endings, and achievement cleanup.
PC Gamer previewEpisode-style pacing, first-run blind advice, second-run branch completion, and episode one / episode four preview context.
GamesRadar episode guideConfirmed eight-episode structure, episode names, broad chapter difficulty, and replay guidance for late outcomes.
Destructoid reviewReviewer-reported Destinies, scanner behavior, eight episodes, five substantial endings, and late-game pacing.
100% Guides collectible guide65-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.

StepDo thisWhy it matters
Before episode 1Pick 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 explorationSweep 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 stealthUse 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 episodeOpen 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.

SceneWhat happensPlayer actionSpoiler level
Opening missionThe 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 OracleA 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 suspicionMid-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 crisisA 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 choiceLate 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 revealThe 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
Directive 8020 crew route planning screenshot
The walkthrough starts with crew state: who is alive, who is separated, who has evidence, and who may be unsafe to trust.

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 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.
Directive 8020 stealth walkthrough route screenshot
Stealth notes should include cover, sound risk, scanner timing, QTEs, deaths, and whether a failure changes the Story Tree.

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 baseKeep the crew alive, preserve evidence, verify mimic claims, pass QTEs, and protect useful relationships.
All endings routeFinish one clean ending, then branch from late Turning Points to test survivor count, mission choice, and evidence state.
All collectibles routeUse the current 65-collectible target and check every episode before advancing through irreversible exits.
Movie Night routeAssign one player to record choices and another to watch for clues, because local co-op can make trust decisions chaotic.
Survival Mode routeAccept 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 characterWho you control and whether another player owns them in Movie Night.
Opening stateCrew alive, injured, separated, armed, suspicious, or locked out of an area.
ObjectiveThe visible mission goal and the hidden route risk behind it.
Destiny / character directionAny trait-like decision that changes how a character acts later.
Mimic cluesContradictions, impossible knowledge, isolation, duplicate characters, or unsafe trust prompts.
QTE / stealthInputs, chase routes, hiding spots, scanner use, deaths, and injuries.
CollectiblesLogs, recordings, notes, secrets, environmental lore, and Deluxe-related relics.
Turning PointsStory 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.

  1. Finish the episode if the run is still readable.
  2. Open the Story Tree and identify the earliest relevant Turning Point.
  3. Write down the original choice, new choice, and changed result.
  4. Do not change QTE success, evidence, and dialogue in the same test.
  5. Move ending tests to late-game branches after one full route is complete.

Related Walkthrough Pages

Next Guides

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.