A Date with Death Walkthrough
A Date with Death runs on a structure that is unusual for its genre: there is no affection meter and no single relationship score. Instead the script keeps four separate counters and, at the end of day six, compares them against each other to decide which ending you are about to watch.
That comparison is the entire route system, and it is written out plainly in the day six script. Below is how those four counters get filled, what the plant has to do with it, and which ending screen each outcome lands on.
Seven days and one question a day
Each day is split into a call and a chat, and the script numbers every reply you are offered rather than writing them as open prompts — you pick 1., 2. and so on. The very first choice on day one decides how you read the program that has appeared on your computer, and the script remembers it as day1_firstchoice_createdapp.
Asking what the app is makes Grim answer that he built it himself and is flattered you noticed. Dismissing it as a virus gets a different reply, and later that day his answer to your accusation repeats the earlier one if you had already asked properly. Small openings compound.
The four counters
Four variables are incremented across days five and six, and nothing else feeds into the ending choice. This is worth knowing before you start, because it means the ending is decided by which relationship you have been actively investing in, not by a general popularity score.
kiss_end— raised at three separate points on day six.ending_wedding— raised once on day five and twice on day six.death_end— raised three times on day six.DLC_end— raised three times on day six, and only counts if the DLC is actually installed.
How the ending is chosen
At the end of day six the script compares all four counters and takes whichever is strictly the largest. On a tie, or if nothing is greater than the others, it falls through to the kiss ending by default. The DLC route only wins the comparison when persistent.DLC_installed is true.
Before any of that, both real endings repair a plant. The script sets plantgrowth to 7 only if you clicked the plant on every day from one to six; otherwise it falls back to a delayed value. The plant's growth stage is read back in every room-exploration file, so a neglected plant visibly changes the apartment you walk through on day seven.
The ending screens
Each outcome resolves to its own screen and its own credits follow, so the endings are genuinely distinct scenes rather than variations on one outro.
- ending3_kiss — the default outcome, and the one you fall into on any tie.
- ending5_wedding — reached when
ending_weddingis strictly the highest counter. - ending4_DLC — the DLC route, gated behind an installed DLC.
- ending2_despondent — the bad ending, entered through the separate badend chapter which sets
dayto badend and changes the computer and room screens to match. - ending1_untrustworthy — a separate early outcome that fires on day three.
Tips before you start
- There is no combined affection meter. If you spread your attention evenly, the tie-break sends you to the kiss ending regardless of how engaged you felt.
- Click the plant every single day from one to six if you want it at full growth on day seven — the script requires all six flags, not most of them.
- The DLC ending cannot win unless the DLC is installed, so the counter alone will not get you there.
- The bad ending runs on its own day value, which changes several screens entirely. Track it on the endings page so you do not confuse it with a route you never unlocked.
Route notes written from the game's own script.
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