Shattered Space’s Ending Is a Triumph of Player Choice — Here’s What It Means
I didn’t expect Starfield’s first DLC to hand me a conclusion that feels so final. After countless hours looping through the Unity in the base game, Shattered Space delivered something rare: an ending with teeth. Where the main story is an infinite spiral of rebirth, Va’ruun’kai’s fate rests entirely on the player’s fingers — and the weight of that moment still lingers with me in 2026.

Warning: spoilers ahead for the conclusion of Starfield’s Shattered Space DLC.
Throughout my journey I kept bumping into ghostly echoes of Anasko Va’ruun, one of the House’s founding minds. His whispers pulled me deeper into the mystery of the explosion that tore reality open on Va’ruun’kai, spilling violent phantoms across the known galaxy. The trail ends inside the Scaled Citadel, a place humming with unfinished, monstrous ambition. There, the truth hits: the disaster wasn’t an accident. It was a failed test run for an army of super soldiers meant to let House Va’ruun conquer everything.

Anasko’s ghost gives me two terminal options: flip the final switch to activate his phantom legions, or slam the emergency shutdown and suffocate every dormant soldier where they lie. The choice feels immediate and personal — it’s not buried in dialogue trees but placed right in front of me as a button press. I pause, remembering that this DLC has already shown me more direct consequence than the base game ever did.
The Switch and the Betrayal
If I choose to activate the soldiers, Anasko showers me with gratitude — right before mentioning a sacrifice. The first step in his grand plan is to trigger the Citadel’s Gate, dragging the entire structure into the Vortex. Every living soul on Va’ruun’kai, Zealot and devout alike, would die. Only Anasko and his phantoms would survive. If I pick the emergency shutdown instead, he screams that I’m a traitor, but the outcome is the same: I am presented with two new choices — submit to Anasko or kill him.
Submitting means an instant game over. I tried it once, out of curiosity. The jump happens, my character dies, and the screen fades with the grim promise that Anasko’s crusade will consume the Settled Systems. It’s a soft bad ending, a narrative dead end that respects my agency but punishes my passivity.
Fighting him is the real path forward. The battle is bruising. Anasko’s phantom form dances through a squad of half-born super soldiers, and I burn through med packs just to stay upright. Victory comes not as a clean kill but as a desperate interruption — the Gate’s jump is halted, and I stagger outside just in time to watch the Scaled Citadel collapse into itself.

Waking Up to a Fractured House
I wake with the three House leaders hovering over me, their panic barely concealed. Anasko is gone, sealed away or truly dead, and now Va’ruun’kai has a power vacuum the size of a moon. The conversation that follows is less a debrief and more a trial by exhaustion: I have to convince them that their revered forefather planned to murder everyone, then immediately decide who should rule next.
Here the game hands me a deceptively simple menu of choices:
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Back one of the three Houses — Veth’aal, Dul’kehf, or Ka’dic — to become the new ruling dynasty.
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Or declare that none of them are fit to lead and that House Va’ruun is better off dead.
I chose the second option on a second playthrough just to see the fallout. The moment the words leave my mouth, the city of Dazra casts me out. I am branded an enemy of House Va’ruun, and my access to the planet narrows to hostile glances and closed doors. It’s an ending that fizzles rather than resolves, leaving the Houses to their infighting. For a roleplayer, it stings — I walked away from an opportunity to heal a wound that has festered for centuries.

The Serpent Crusade or Peace?
Most players will stick around and pick a Speaker. That decision branches again when the leaders ask whether to rekindle the Serpent Crusade. I’ve sat on both sides of this table, and the contrast is stark.
| Decision | Immediate Consequence | Long-term Implication |
|---|---|---|
| Support the Crusade | House Va’ruun resumes attacks on the Settled Systems with renewed ferocity. | The galaxy burns; the player keeps a home on Va’ruun’kai. |
| Oppose the Crusade | Va’ruun’kai enters an age of relative peace while staying in isolation. | A genuinely hopeful ending where the Great Serpent’s followers accept defeat. |
Choosing peace feels like the only proper good ending. The House stays isolated, but the dream of galactic domination is finally laid to rest. Anasko’s madness is acknowledged and rejected. I get to keep a house on Va’ruun’kai and even return for quiet moments, which I find strangely comforting after all the chaos.
Backing the Crusade, on the other hand, drapes a shadow over everything. The war isn’t shown, but the weight is implied — cataclysmic fighting, lost colonies, a cycle of vengeance. My character becomes the spark that ignites a second Serpent Crusade, and while the game lets me return to Va’ruun’kai as an honored member, I can’t shake the feeling that I’ve doomed countless innocents.

A Roleplayer’s Verdict in 2026
Two years after the DLC’s release, I’m still impressed by how Shattered Space respects the player. The endings don’t dramatically reshape Starfield’s wider universe in mechanical terms — no sweeping faction changes or major questline alterations — but the narrative payoff is undeniable. I got to decide the identity of a people, to choose between vengeance and quiet acceptance. In a game that often hides its consequences behind endless procedural loops, that’s a rare gift.
I’ve lived through all four major outcomes now. The game-over submission is a chilling what-if. The exile ending is lonely and bitter. Supporting the Crusade paints my character as a willing monster. And opposing it brings a fragile, precious peace. Each path taught me something about the kind of explorer I wanted to be. For anyone still on the fence about diving into Va’ruun’kai, my advice is simple: play it not for the loot, but for the weight of those final minutes. They’ll stick with you long after the Citadel’s wreckage cools.