The standard ending is unchanged, there's an annoying last-minute teleporter puzzle that is there to waste your time. Sure, there's an in-story justification, but it still feels forced IMO. The final boss is okay, although for being an alleged ace, he sure has a shit aim with his rocket-launcher. Then there's the ending. So far I didn't find anything in-game that hints anything about WTF is going there. Was everything a simulation? Was it a dream? Is the "End of Report" message instead of "End of Transmission" supposed to mean something? Nanomachines?
As for the second ending... First, I accidentally finished the second mission earlier than I wanted because I used that hole with the guy with the traps everywhere, but I already know what happens so it wasn't a great loss. Also, despite being allegedly responsible for 300 kills, said boss is unable to open doors, which greatly limits his danger factor.
Either way, the ghost ship that names the game is still awesome. Then you're given the choice to hijack the boarding bad guys' ship to escape in style. Unfortunately, here's where the problems start: The dude with the rocket-launcher returns, but the ship is extremely ill-suited for his weapon of choice, to the point you can hide in a corner and plink him to death with the SMG since he'll be unable to find a good position to smash you with rockets. In fact, I saw him moving side to side since he couldn't get into a place where he could shoot me without hitting himself. Perhaps changing his weapon for a machinegun should do the trick? I remember having a similar comment for the endgame the first time I played this.
Then, the final, secret dungeon starts. IMO, it's a bit wonky and full of gimmicks. While I understand any hostile base would (and should) be full of dangers, each floor seems a reprise of another dungeon's gimmick, including stacked boxes to create labyrinths (too bad that despite being a Spark Industries here, your robot cannot jump or fly), one-way doors and so on (good thing the MC somehow acquired ammunition and full repairs for his suit before getting there, at least). Moreover, some of the door signs are still untranslated (that's before today's update arrived, so I dunno if it's still a thing).
The worst part though is that the new final boss, the bot with anti-radar armor that cannot be scanned is bugged: Should you try to Analyze it, the game gets stuck here. Is it intentional? I think something is not working as it should. No matter, it is easy to defeat with the Bazooka and feels somewhat underwhelming. It also doesn't help that having the area full of jammers kinda defeats its purpose since you can see its position with the minimap. Then, once you slough through the area, get some keys, fight bad guys with no new models but an unique laser minigun more dangerous than the final boss, you stumble upon an army at the exit of the complex, which implies your character ends up dead or worse, captured and likely brainwashed. Wasn't the whole thing supposed to be a dream or not then?
Sure, there are hints that your corporation may be doing something odd off-screen hidden in certain terminals, but the ones you fight are Evil with capital E: They seem to employ brainwashed, indoctrinated soldiers trained from the age of 14 (a very specific number that one, perhaps they're aware of mecha tropes?), followed by
even more brainwashed soldiers taken from poor families (ones that are not scared from the almighty bazooka for once), probably for the role of becoming shock-troops (I suppose that if you have child-soldiers in your payroll, you may as well do it twice for extra evil and profit, right?
).
Overall, for your first rpg game it's a good try, too bad that the ending/s suck.
Now make your sequel a Kickstarter/Fig/whatever entry, then switch halfway to Epic exclusive and give burkas to the female characters, as that seems to be the trend nowadays.