We wanted to keep the ending relatively open, so the only difference in ending should be whether or not the voicemail plays after the credits. We're currently bugfixing for this, as it currently doesn't do this.
The ending is pretty abrupt, and that was mostly a stylistic choice on our end. It was pretty risky, but we wanted to tell a story that wasn't in the standard storytelling format, so it doesn't exactly have an end you would expect from most games. We definitely went for the idea of experiencing the real world, where things often don't wrap up cleanly and nicely. Sometimes, shitty stuff just happens, and people are left to pick up the pieces - or not.
Thanks for playing the game, I hope it was enjoyable even if the ending wasn't what you expected!
Tristan "Wolf" Barber, Watercress Studio Director/CEO