Titanic Escape Simulator Walkthrough: All 7 Levels
How the game is structured
The game does not advertise its length anywhere, but its achievement list does. Each stage awards exactly one achievement on completion, which gives a clean skeleton: a prologue, seven numbered levels, and three mutually exclusive endings.
Better still, Steam publishes the global unlock rate for each achievement. That turns the structure into a difficulty and attrition map — the percentage of everyone who owns the game and has reached that point.
| Stage | Achievement | Owners who reached it |
|---|---|---|
| Prologue | My Story | 80.2% |
| Level 1 — The Arrival | The Arrival | 56.5% |
| Level 2 — The Gilded Cage | The Gilded Cage | 40.9% |
| Level 3 — The Shadows & Dust | The Shadows & Dust | 24.9% |
| Level 4 — The Alibi | The Alibi | 19.2% |
| Level 5 — The Cult of Thoth | The Cult of Thoth | 16.1% |
| Level 6 — The Cold Frequency | The Cold Frequency | 13.9% |
| Level 7 — The Sinking | The Sinking | 11.2% |
Read that column as a survival curve for the player base, not for the character. One owner in five never finishes the prologue. The steepest single fall is Level 2 to Level 3 — 41% down to 25%, a loss of nearly two in five of everyone still playing. If you are going to get stuck or give up, the data says it happens in The Shadows & Dust.
What each stage name tells you
The level titles line up with the arc the developer describes: an investigation aboard the ship that becomes a fight to survive once the iceberg is struck.
Prologue — My Story. Set in a mansion rather than on the ship. The patch notes confirm the location, referencing an attic and an NPC placed outside the playable area there. The official screenshots from this section show a study, a revolver on the floor beside a desk, and a White Star Line first class contract ticket — Southampton to New York, April 1912, ticket number 113796, issued in the name of Mr Henry Charles Harrington.
Level 1 — The Arrival. Boarding and the opening of the voyage. Public spaces: the promenade deck, the deck chairs, the first class rooms.
Level 2 — The Gilded Cage. First class proper. The patch notes name two rooms in this part of the ship — the First Class Seating and Writing Room, and the First Class Lounge, the latter reached after inspecting a crate in the cargo hold.
Level 3 — The Shadows & Dust. The attrition point. Given the name and the developer’s description of restricted service corridors, cargo spaces and machinery areas, this is where the game moves below decks.
Level 4 — The Alibi. The investigation proper — questioning passengers, assembling the case. Sinclair’s Room, named in the patch notes for a doorknob interaction that could lock players in place, belongs to this part of the story.
Level 5 — The Cult of Thoth. The turn toward the darker mystery the store description hints at.
Level 6 — The Cold Frequency. Immediately before the sinking.
Level 7 — The Sinking. The final act: rising water, tilting decks, blocked routes, failing lights, and the cold and stamina systems the developer lists as survival mechanics. Detail on that act is on the sinking survival page.
The endings
Level 7 does not end the game the same way for everyone. Three endings exist, each with its own achievement, and the rates make clear how few players see any of them:
- The Thieves in the Night — second ending, 10.2%
- The Greater Good — third ending, 5.4%
- The Executioner — first ending, 5.3%
The official description frames the final choice as justice, love, or saving as many lives as possible. Which of those maps to which achievement is not stated by the developer. Full breakdown on the endings page.
What is verified here, and what is not
This matters enough to state plainly, because walkthroughs are where invented detail does the most damage.
Verified — the number of levels, their names and order, the completion rate of each, the number of endings and their rates, and the specific locations named in the developer’s own patch notes (mansion, attic, First Class Seating and Writing Room, First Class Lounge, cargo hold, Sinclair’s Room). All of it is from the game’s public achievement schema and the developer’s announcements.
Not verified, and therefore not printed here — step-by-step routes, puzzle solutions, the order of objectives inside each level, item locations, and the choices that trigger each ending. This site does not have a source it can stand behind for those, so it does not invent them. What is known about the puzzles is on the puzzles page, stated as narrowly as the evidence allows.
If you are stuck at a specific moment, the fastest verified help is the developer’s own patch notes — several of the reported “stuck” cases at launch were bugs, not puzzles, and 1.0.1 fixed them. See patch notes.
Before you start
New to the game, check the beginner guide for what the opening expects of you, and controls and settings if the default movement keys do not suit you — the arrow key rebinding option only arrived in Patch 1.0.1.
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