Dressmaker Endings: All Sabotage Endings Explained

How many endings Dressmaker has, how the sabotage revenge endings unlock, and which choices trigger each cutscene.

Last Updated: 2026-10-10

Dressmaker Endings: All Sabotage Endings Explained

Dressmaker has five sabotage endings sitting alongside its main story resolution. Each one unlocks when a deliberately flawed but believable dress is accepted on the right commission, playing a customer-specific cutscene instead of the normal fitting. A dress in a plainly wrong colour is sent back for rework, so working sabotage has to look like a mistake.

  • Five sabotage endings are press-reported, and there is no in-game endings menu listing them
  • Every documented sabotage needs a plausible garment: wrong cloth, wrong construction or wrong trim, never just a wrong colour
  • Finish the early cards honestly first, because the payoff lands harder once the client trusts you
  • A failed delivery still moves most progress: a failed card counts as done for unlocks, and payment follows acceptance
  • The documented names that matter here are Rose the librarian and Marie of the Respectful Funeral card

Rose the librarian client card beside a finished modest day dress
Rose the librarian client card beside a finished modest day dress

How many endings Dressmaker has

There are two different things players mean by endings, and mixing them up causes most of the confusion. The main story is one through-line that closes as client commission chains finish: players report late missions such as Both of Us? acting as the finale, and one widely discussed thread describes the story stopping after Prudence's last dress, where she leaves town. That stop confused at least one player enough to ask whether it was an ending or a bug, per the Ending? Or bug? Steam thread. Separately, another thread shows players speculating about six endings with no confirmation from anyone who has tested them all.

Ending type Count How it unlocks
Main story resolution One through-line Finish client commission chains; late cards close each thread
Sabotage revenge endings 5, press-reported Deliver an accepted-but-flawed dress on a specific commission and watch the customer-specific cutscene
Client completions 10 One achievement each for finishing every major commission of each named client
Event reports 14 Newspaper reports that play after story events such as weddings and galas

The client and event rows come from the achievements list, which prints 32 entries in total and is the closest thing the game has to a public progress map. The characters guide covers who those ten clients are and which order to take first, and the achievements guide lists all 32 with real unlock rates.

Official source: Dressmaker on Steam, whose store description frames the whole game as choosing fabric, cutting patterns and sewing dresses to satisfy (or sabotage) townsfolk.

How sabotage actually works

Sabotage is not a separate mode. The loop stays the same — measure the client, draft the design, buy and cut the fabric, sew the pieces, add trim, deliver — and the revenge is built out of the same decisions as an honest dress. That is why the system rewards players who understand a brief well enough to wreck it with unnerving specificity. Reporting from September and October 2026 describes the same rule from two outlets: a plainly wrong colour gets the dress sent back, while an apparently proper dress with the wrong material, construction or trim carries consequences into the story.

Choice How it reads Result
Cheaper cloth in the right colour family Honest mistake Accepted, and a sabotage cutscene can fire
Pattern piece flipped against the grain Sloppy work Accepted, and a sabotage cutscene can fire
Almost-suitable trim Near miss Accepted, and a sabotage cutscene can fire
Plainly wrong colour for the brief Refusal to try Sent back for rework, no cutscene

The rejected-dress row is the one to internalise. One documented example is a vivid scarlet gown offered against a concealment-patterned brief, which bounced straight back. If your sabotage keeps getting returned, the dress is not plausible enough: fix the silhouette and colour first, then hide exactly one load-bearing flaw inside them. The quality guide explains how the sketchbook scores a design live, which is the fastest way to check whether your cover story holds up before delivery.

Official source: How sabotaging customers changes Dressmaker's stories and endings, which reports five unlockable sabotage endings reached through deliberately plausible failures, and Polygon's sabotage report for the documented examples used below.

The five sabotage endings, and what is actually confirmed

Three of the five have press-documented examples with specific victims and outcomes. The other two have no trustworthy public description, and that gap matters more than it looks: fan-made lists of all five circulate freely, but players in the press comment threads openly dispute some published details, so treat any exact recipe for endings four and five as unverified until you see the cutscene yourself.

# Target Documented sabotage Outcome
1 Rose, the librarian Garment lined with stiff packing paper instead of soft cotton She rustles so loudly she is thrown out of the reading room
2 A grieving client, on the Respectful Funeral card of Marie's route Rainbow pom-poms replace the dark head covering, with squeaker pouches sewn into the memorial clothes Funeral-scene humiliation cutscene
3 A grower client Supposedly sturdy work smock sewn from silk organza It tears apart in public while he shows off a prize vegetable
4 Unconfirmed No reliable source names the client or the commission Do not plan a run around fan-made lists
5 Unconfirmed No reliable source names the client or the commission Do not plan a run around fan-made lists

Two honest caveats sit under that table. First, the client names for rows two and three are press-level rather than developer-level: Rose is documented as the librarian in developer interviews, and Respectful Funeral is documented as Marie's commission in the newspaper-report ledger, but the grower's identity has no verified source, so this guide names the role and not the client. Second, even the three documented examples should be read as the shape of sabotage rather than exact crafting recipes, because commenters dispute particulars such as which garment slots the game actually simulates. What is solid across every source is the mechanism: occasion-specific ruin, delivered inside a dress the client accepts.

Cutting table holding torn silk organza pieces beside sturdy workwear fabric
Cutting table holding torn silk organza pieces beside sturdy workwear fabric

How to trigger a sabotage cutscene

Work one client at a time and pick the commission whose occasion can go wrong in public: a reading room, a funeral, a show bench. Quiet fittings produce quiet failures.

  1. Play the client's early cards straight. Press coverage reports stronger sabotage storylines when early orders are completed properly before the bad delivery. A successful commission establishes the routine that the sabotage then interrupts.
  2. Read the brief for the occasion, not just the tags. Warm, gothic, professional and playful scores tell you what the dress should look like; the event tells you what ruin means. A squeaker pouch only matters where silence matters.
  3. Build the silhouette and colour correctly. This is the cover story. If the sketchbook score looks wrong for the brief, the client sends the dress back and there is no cutscene.
  4. Hide exactly one load-bearing flaw. Swap the cloth weight, the lining stiffness or the trim behaviour — one change, in the right colour family, sized to the occasion. Two flaws read as refusal.
  5. Deliver and watch for acceptance. Acceptance is the trigger. A returned dress means rework, not a branch: adjust toward plausible and hand it in again.
Finish the early cards honestly before the revenge delivery

A good record buys two things: the gold and fabrics for the sabotage dress itself, and a trusting client whose reaction shot carries the scene. If you are broke, the money guide covers pricing, and the tutorial vocabulary defines the panels the brief lives on.

What sabotage costs you

Sabotage is priced in gold and risk, not in a separate currency, so run the numbers before the revenge delivery.

Money follows acceptance, not quality. The build 403 patch notes carry the exact rule: a fix for failed commissions not paying, with the condition that if the character accepts the commission, you should be paid. An accepted sabotage dress pays its printed budget. A rejected dress pays nothing, and the bolt is already cut: there is no resale for fabric or trim, and only un-cut fabric recycles back. Pricey revenge on a rejected dress is a permanent subtraction from every commission after it.

Failed cards still count as done. Handing in a dress that fails unlocks just as much as one that passes for unlock and achievement progress, and failed cards feed the same prestige pool behind the rank ladder. Sabotage therefore does not stall the shop the way refusing the next customer would.

The real open question is client completion. Ten achievements, one per named client, require finishing every major commission of that client, and Vivian's route also hides the game's only missable dialogue achievement. Whether a sabotaged delivery counts toward its client's completion achievement is unconfirmed in every source checked for this guide. If you care about those ten, keep a clean save before each revenge delivery and confirm the achievement fires before overwriting it. Save slots, file location and Steam Cloud behaviour are in the save file guide.

Official source: the Dressmaker achievements page on Steam, which prints Total achievements: 32, including one entry per client for completing all major commissions, and the Dressmaker prototype page on itch.io from developers elyaradine, sarandipityx and raithza.

FAQ

How many endings does Dressmaker have?

Five sabotage endings on top of the main story resolution, per press reports from September and October 2026. The main story itself is a single through-line that closes as the ten clients' commission chains finish, with late missions such as Both of Us? reported as the finale. Player speculation about six endings has no confirmed source.

How do you unlock the sabotage endings in Dressmaker?

Deliver a flawed-but-plausible dress that the client accepts on the right commission. Build the silhouette and colour correctly, hide one load-bearing flaw such as the wrong cloth weight or wrong trim behaviour, and hand it in. Each unlocked ending plays its own customer-specific cutscene.

Why did the client send my dress back instead of playing a cutscene?

Because the dress read as refusal rather than mistake. A plainly wrong colour is the classic trigger for a return. Fix the cover story first — correct silhouette, correct colour family — then keep exactly one flaw and deliver again.

Does sabotaging a client lock me out of achievements?

Failed cards count as done for unlock progress, so sabotage does not stall the shop. The unconfirmed part is whether a sabotaged delivery counts toward that client's completion achievement. Keep a separate save before each revenge delivery if you are chasing all ten client achievements, and note Vivian's route holds the one missable dialogue achievement.

Can I still finish the story after a sabotage ending?

Yes, as far as every source shows. A sabotage cutscene is a per-commission branch, and a handed-in card — passed or failed — counts as done, so the queue keeps moving. Prudence's route is the one players cite most for late-story closure, so she is the worst client to experiment on blind.

Which client should I sabotage first?

Rose. She is the best-documented sabotage in the game, the librarian setup is simple to understand, and her early cards are cheap to play straight first. Save the expensive bolts and the ambiguous clients for later, once you have seen one full acceptance-to-cutscene loop.

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