Survival Log: All 9 Endings and Special Progression Achievements Guide

I’ve put together this breakdown of every ending in Survival Log and the special achievements tied to them, along with the miscellaneous achievements that gave me the most trouble. If you’re chasing a specific ending for a character or trying to figure out why an achievement hasn’t popped yet, this should save you some guesswork.

I wrote this up because the ending conditions in this game are genuinely confusing, and a few of them won’t show any prompt for dozens of days even after you’ve met the prerequisites. I nearly abandoned a run once because I thought I’d failed the requirements, when the game just hadn’t surfaced the hint yet. Everything below reflects the current version, so keep in mind some details may shift with future patches.

 

How Endings Work

The game currently has 9 endings. Some are shared across all three characters, while others are exclusive to a specific character. The one exception is the “do nothing” ending — that one doesn’t require the Military Repair Kit at all.

Almost every ending hinges on the Military Repair Kit that drops from the horde around Day 66. Which device you apply it to is what determines your ending. What trips people up is that the prompt telling you to use the kit doesn’t always appear on the same schedule. Endings like Rescue can show the prompt very early once you’ve met the conditions, while others won’t display anything until well past Day 71 — even if your setup is already correct. Don’t panic if you don’t see a prompt in the Day 66–71 window. For several endings, that’s completely normal.

 

Shared Endings (All Three Characters)

These endings are available regardless of who you’re playing, so they’re a good starting point if you’re new to the endgame loop.

Ending Achievement Timing Key Requirement
Survive to the End Stay Put Day 101 No Military Repair Kit used, no other ending conditions met
Rescue Evacuation Day 101 Complete the rescue beacon main quest
Truth Truth Day 84 Complete the hospital investigation main quest

For Survive to the End, you just ride it out. This is also the route that unlocks One Hundred Days for surviving past Day 100 after the disaster.

The Rescue ending requires you to craft the Rescue Beacon, place it on the second floor, and then apply the Military Repair Kit to it. If you somehow lost the blueprint for the beacon, you can trade for one at the City Center Base trade point once drone trading opens up. One thing I’d flag: once you place the beacon, you can’t remove it, and it eats a furniture slot. If you’re committed to a different ending, you might want to skip crafting it entirely.

Both Day 101 endings still throw a horde at you after the standard Day 86 wave, so don’t dismantle your defenses just because you think you’re done. The Rescue path also unlocks One Hundred Days.

Truth is the shortest of the shared endings at Day 84. You’ll explore the hospital, bring back the recorder, and gather all the hospital clues before applying the Military Repair Kit to the recorder. This route also nets you Deep Hospital (collect all three hospital clues) and Puzzle (collect all truth clues).

 

Worker and Co-Ed Shared Endings

These two characters share a couple of endings that don’t apply to the Warehouse Manager.

Safehouse (achievement: Fortress) triggers at Day 86. You need at least four of each of the following placed: Spikes, Electric Fence, and Chainsaw. Then use the Military Repair Kit on the front door and repel at least 40 zombies in the horde before the ending. The ending prompt suggests there may also be a durability requirement for doors and windows, plus a power storage threshold — it mentions there hasn’t been a recent blackout. If you’re doing this as the Worker, remember he has three windows. I upgraded his other two windows to Bulletproof Windows and repaired them to full durability of 1500, which successfully triggered the ending prompt. The prompt for this one shows up early — I got it on Day 40 — so you can confirm your setup well in advance. This route also unlocks Triple Defense Line for placing four of each defense type.

 

Worker Exclusive Ending

Girl (achievement: Living Together) is a Day 86 ending that requires completing the rescue of the neighbor co-ed and her follow-up main quests, reaching five hearts of affinity with her. You’ll need to complete two 500-rescue-progress tasks and give her valuable items between those tasks to boost affinity — the main quests alone won’t get you to five hearts. Then apply the Military Repair Kit to the basket and complete the 300-rescue-progress task with three text messages during that period. Affinity carries over between runs to some extent, so if you’re struggling, you can aim for a different ending first and build affinity on a later run. This route unlocks Next Door for forming a true bond with your neighbor.

 

Co-Ed Exclusive Endings

Companionship (achievement: Companionship) is the mirror of the Girl ending. Same structure: rescue the neighbor worker, complete follow-up main quests, hit five hearts, apply the Military Repair Kit to the basket, finish the 300-rescue task and three text messages. Affinity carries over between runs, same as before. Unlocks Next Door as well.

Apocalypse Greenhouse (achievement: Greenhouse) is a Day 86 ending tied to the co-ed’s exclusive planting quest line. You’ll craft flower pots and vases, then place enough flower pots across the second floor, basement, and the whole house. The final task is to harvest 24 flowers and 36 vegetables while keeping the entire house comfortable — that comfort requirement means you need AC or heating on all three floors at the right temperature. Then apply the Military Repair Kit to a flower pot. This route unlocks Room Full of Flowers for harvesting 10 flowers and Green Thumb for keeping 24 potted plants alive simultaneously.

 

Warehouse Manager Exclusive Ending

Steel Drum Hub (achievement: Supply Station) is the Warehouse Manager’s Day 86 ending, focused on stockpiling and drone trading. You’ll complete several main quests around fullness, supplies, and storage, with the final task requiring 1200 fullness, 180 supplies, and 8 storage. Fair warning: that final task won’t show as complete until after Day 71 — even if you’ve already hit the numbers, nothing will change until then. Then apply the Military Repair Kit to the front door, complete the drone trading quest at the route’s special location, and repel at least 40 zombies in the pre-ending horde. Unlocks Inventory Check (all three stockpile stats met simultaneously) and Name on the Manifest — though note the achievement description differs between Steam and in-game, and I got it via the in-game version.

 

Shared Character Challenge

Shield of the Street is a newer addition from the September 4 patch and doesn’t have an achievement tied to it yet. After Day 50, an event triggers where you can help three trade points survive a horde. If you succeed, an ending screen appears — but the game actually continues afterward, so it plays more like a mid-game challenge than a true ending. It won’t block you from pursuing other endings.

If you choose to help a trade point, you need to commit one drone for 24 hours, and it can’t be used during that time. If you have NPCs to rescue and only one drone, check their food supply before committing. Helping a trade point earns you supplies from that point, with the type depending on what it trades. If you refuse, the next day that trade point becomes damaged, only offering 1–2 items and taking 15 days to recover — a real dent in your trading options. Another trade point will then ask for help, and if you keep refusing, this cycles through five rounds until five trade points are damaged.

 

Miscellaneous Achievements

One Person’s Hundred Days requires reaching an ending without ever advancing the neighbor quest line. Since the Warehouse Manager has no neighbor, any of his endings will unlock this automatically.

Solo demands reaching an ending without ever trading with strangers. Dispatching drones to scavenge or picking up loot doesn’t count as trading — only exchanging supplies with contacts or trade points does. Sending items to your neighbor via basket also doesn’t count, so that’s safe to use.

Vegetarian is trickier than it looks. You need to reach an ending without eating any meat. My first attempt avoided anything tagged with a meat keyword but failed. Another player pointed out that eggs and dairy count as meat too. So on my next run I cut out all meat, eggs, and dairy, and it worked. Some “staple + meat” dishes only list the staple in their tags, and I avoided those too just to be safe. A September 2 report says that in the current version, eating eggs, dairy, and dishes with meat in the description but not in the tags still completes the achievement — so the conditions may have shifted. Just crafting meat dishes doesn’t affect it, and neither does feeding meat to the rat or trading it via drone.

TV Addict requires scoring above 70 in any TV minigame. I’d recommend Space Invaders — it’s the easiest to rack up points in. You need a game console to play these, and I’ve found two ways to get one: it can appear on the VIP shelf in pre-disaster shops, or you can find it exploring the hospital or school after the disaster. I was on low difficulty, so it may be rarer on higher settings. As a side note, the co-ed’s leaderboard NPC scores are lower than the other two characters, making it easier to take first place.

 

Blueprint Completion and Collectibles

Blueprint Completion means filling out the entire crafting encyclopedia. The prerequisite achievement for furniture requires unlocking 405 recipes, and it’s a massive time sink. Filling out recipes leans heavily on fish and meat ingredients from pre-disaster shop freezers — after the disaster you’re limited to exploration finds and refrigerated supply drops that cost survival points, so finishing this in a normal run takes many playthroughs.

If you want to speed this up, I’d suggest cross-referencing some useful recipes organized by me, starting as the co-ed (she has a built-in cooking level), and dumping every dollar that isn’t going to a car, fridge, or cooking equipment into ingredients. Cook everything you can after the disaster, then delete the save and restart once you’ve unlocked what’s possible that run. Some special dishes are exclusively cookable by the co-ed but require a survival-point-exclusive recipe to even appear, so I’d skip those. Even in normal play, meat-based special recipes are tough to roll — I’ve had meat sit in the fridge until it spoiled without the corresponding recipe ever showing up.

Collector requires gathering and displaying all commemorative items. These are furniture unlocked via encyclopedia milestones, totaling 15. According to a correction in the replies, the achievement actually tracks only 8 of them: the Survivor Commemorative Cup, the “Hundred-Day Promise” Commemorative Painting, the Old World Globe, the Old Guitar, the Miniature Landscape Bonsai, the Wine Cabinet, the Indoor Landscape Tree, and the Heavy Motorcycle.

Once unlocked, these furniture recipes become available across all saves. To get them all you’d need to taste at least 165 foods, cook 405 dishes, grow 33 plants, capture 7 prey, craft 115 items, and install 84 furniture pieces. Here’s the full list for reference:

Category Item Unlock Condition
Food “Hundred-Day Promise” Commemorative Painting Taste 165 foods
Dishes Wine Cabinet Cook 330 dishes
Dishes Survivor Commemorative Cup Cook 405 dishes
Plants Indoor Landscape Tree Grow 30 plants
Plants Miniature Landscape Bonsai Grow 33 plants
Prey Small Aquarium Capture 7 prey
Crafting Wasteland Art Ornament Craft 23 items
Crafting Wind-Up Toy Craft 35 items
Crafting Hand-Drawn Landscape Painting Craft 50 items
Crafting Vinyl Record Wall Decoration Craft 70 items
Crafting Old World Globe Craft 90 items
Crafting Heavy Motorcycle Craft 115 items
Furniture Collage Photo Frame Install 25 furniture pieces
Furniture Old Photo Wall Install 50 furniture pieces
Furniture Old Guitar Install 84 furniture pieces

If you want to display all of these in a single save, you’ll need to set aside furniture slots: 1 tabletop, 5 wall-mounted, 4 small, 3 medium, and 2 large. The materials for the super-large power storage and fuel generator feel trivial compared to what the commemorative items demand.

 

Neighborly Relations

Neighborly Relations asks you to react in the community group chat 12 times — the September 4 update lowered this from the 20 shown on the Steam achievement page. If you haven’t missed any, it should pop after your day 67 group reply. Here’s the full list of replyable group chats:

  1. Day 2 — Old Electrician #1 tags someone (#12 is here)
  2. Day 7 — Couple #23 want to venture out for food (I have extra, just ask)
  3. Day 12 — Kindergarten Teacher #14: the kid asked when they can eat something hot, I said soon
  4. Day 17 — Mr. Fix-It #8: anyone remember the taste of that breakfast place on the corner?
  5. Day 20 — Office Worker #11: dreamed about eating yesterday
  6. Day 22 — Old Electrician #1 says there’s noise on the street (I heard it here too last night)
  7. Day 26 — Cold snap incoming, community sending coal to each other (who needs coal, I have some)
  8. Day 32 — Bookkeeper #7: I redid this table
  9. Day 45 — Insurance Sales #9: anyone still able to cook something hot?
  10. Day 51 — Kindergarten Teacher #14 needs fever medicine (I have some, leaving it at your door)
  11. Day 64 — Bookkeeper #7: I calculated it, last time anyone on this street cooked was nine days ago
  12. Day 67 — #4 and #14 both have fevers, nurse only has one fever medicine left (I have a few more)
  13. Day 78 — #18 lost contact (he talked to me last month)
  14. Day 83 — Mr. Fix-It #8: I still have that half bag of sugar, saving it for Teacher #14’s kid
  15. Day 96 — Nurse #22: if you have unhealed wounds, eating something hot will help you heal faster

Anything not listed above is a food-type task — whether you post a photo in the group or send a portion of food, it still counts as one reply. I ran through this as both the Worker and the Warehouse Manager and found no differences, so I assume the co-ed’s group chats work the same way. If you notice anything different, let me know.

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Conclusion

Most of the frustration with these endings comes down to timing, not difficulty — the game just doesn’t always tell you when you’re on track. Hope this saves you a few wasted runs.

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