10 Worst In-Game Decisions That Blew Up Your Playthrough

Every gamer knows that decisions shape the course of any video game, but some choices are so bad they haunt your entire playthrough. From accidentally killing a cute squirrel to unleashing apocalyptic horrors, these are the 10 worst in-game decisions you absolutely shouldn’t make.

When Kicking a Squirrel Goes Horribly Wrong in Baldur’s Gate 3

It starts innocently enough in Baldur’s Gate 3: a territorial squirrel lunges at your foot, and your impulse is to kick it away. But this isn’t a casual shove—if you succeed at the dexterity check, you unleash a punishing kick that sends the squirrel flying into a tree and kills it in an unexpectedly graphic and bloody animation. This is no mere nuisance; the game makes the attempt to move the critter a shocking and over-the-top violent act. Instead, a more humane approach—study and communicate to scare the squirrel—is rewarded, proving that sometimes restraint is the better path in role-playing.

Different from typical RPGs, Baldur’s Gate 3 uses bespoke animations that turn what could have been a small text note into a memorable, if grim, moment that players regret instantly. It’s a reminder: not every instinctive reaction is the right move.

Destroying Paradise Island: How One Choice Ruined Everything in The Outer Worlds 2

Obsidian’s The Outer Worlds 2 offers big moral dilemmas, but none feel as drastic as deciding where to crash a critical relay on Paradise Island. You can wipe out Fairfield, the main town; obliterate Westport, a hostile city you’ve worked against; or try to hack your way out of the dilemma altogether.

Most players target Westport because it’s easier to evacuate its citizens, sparing quests and NPCs. But choosing to destroy Fairfield is an especially cruel option. It kills almost every NPC and ruins your relationships, making the game harder and isolating your companion from that town. It’s a rare opportunity to make pointlessly cruel decisions that truly backfire, turning your epic adventure into a wasteland of your own making.

Robbing Town Hall and Getting Branded in Kingdom Come: Deliverance II

In many open-world games, crime comes with light consequences—you might lose a few coins or respawn after a quick jail turn. Kingdom Come: Deliverance II takes this to a new level with a complex justice system where severe crimes mean serious punishments.

Trying to rob the town hall early on leads almost inevitably to getting branded as a criminal—a permanent mark that carries massive gameplay consequences. Not only does your reputation tank, shops and inns refuse service, and your conspicuous rating spikes, but the negative effects linger long after the brand fades. For early-game players desperate for cash, it’s a brutal setback that turns sneaky play into a nightmare.

Killing Your Underbosses and Instant Karma in Mafia 3

Mafia 3’s finale offers a dark twist: you can kill your loyal underbosses and take sole control of the city. But this grim choice triggers a sudden and violent end—your car explodes moments after leaving the scene, killing Lincoln Clay instantly. The unexpected car bomb reveals Father James’ betrayal, delivering instant karma for your ruthless decision.

This ending is brutal and abrupt, rare in games where protagonists usually get to express their villainy without such a swift death sentence. It’s a perfect example of a seemingly strategic choice becoming the worst possible outcome.

Getting Locked Out of Your New Camp in Gothic

Gothic’s old-school gameplay rewards careful choice, but its “Test of Faith” quest can blindside even the most dedicated players. Before you even discover the new camp—the place most players consider the sensible faction—you can botch the mission in a way that permanently blocks you from joining them.

This happenstance detour, where the quest requires stealing information to prove loyalty but must not fall into new camp hands, is confusing and poorly telegraphed. Spending hours building rapport at the new camp only to be denied entry feels like an unforgiving design trap in a game otherwise fair and challenging.

The Nightmare Fight in Look Outside When You Offer the Guinea Pig

Look Outside sets up a harrowing final ritual demanding the right offerings to save humanity from an Eldritch horror. But if you mistakenly offer a guinea pig named Cinnamon instead of the correct tapes, you trigger a hellish boss fight against a twisted giant rodent that infects the cultists.

Winning isn’t a relief—it brings an even worse ending where the guinea pig’s power is unleashed with devastating scope, wiping out all life on Earth. It’s a brutal punishment for an innocent mistake and a tough reminder that sometimes victory isn’t what it seems.

Mixing Sleeping Pills and Alcohol in Indigo Prophecy

Indigo Prophecy punishes poor life choices with game-over consequences not far removed from reality. Mixing sleeping pills with alcohol in the early game leads to instant death, a mechanic that plays out faster than real life but stresses the importance of caution.

It’s an odd but brutal moment that grounds the supernatural narrative in a very real-world hazard, reminding players that some combinations are deadly—both in game and out.

The Messy Blood on the Ice Quest in Skyrim

One of Skyrim’s most notoriously buggy quests, Blood on the Ice, can break in multiple ways long before players even realize it’s available. Triggers are inconsistent, and prior decisions—like joining the Dark Brotherhood and killing a related character—can break the quest entirely.

This quest stands out as a tangled web of dependencies that frustrates players who want to complete it without console commands, especially since some effects can take years to patch. It’s a lesson on how open worlds with many interlocking quests can sometimes trip even the most careful adventurers.

Going Down the Demon Path in Soul Nomad and the World Eaters

The Demon Path offers a brutal genocide route in this 2007 strategy game, letting you embrace your inner demon and kill all obstacles—including childhood friends. While dramatically evil, it leads to a bleak and slow slog, where the overpowered unit you control exerts unstoppable force but gameplay suffers from tedium.

The grim ending where a coalition unites against your destruction is powerful, but it doesn’t make the journey fun. It stands as a reminder that playing evil isn’t always entertaining.

The Obsessive Madness of Seeking Mr. Eaton’s Name in Fallen London

Finally, the most infamous self-destructive quest in Fallen London urges players to seek out Mr. Eaton’s name, a path littered with warnings not to proceed. It’s a maddening, convoluted journey that curses your character, weakens your account, and ultimately ends with your character becoming unusable.

The game layers on reverse psychology masterfully: the more you’re warned against proceeding, the more likely dedicated players will push forward, only to find no reward and permanent loss. It’s an artful example of a quest designed to punish obsession and curiosity—if you try to finish it, you’ll regret it.

These moments remind us that gaming is as much about choices and consequences as it is about triumphs. Sometimes the worst decisions make for the most unforgettable stories, even if you wish you could erase them from memory.

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