Escape From Duckov is a single‑player, top‑down extraction shooter built around quests, five large maps, and a story with multiple endings. The game itself bills “50+ hours of content for a single playthrough,” which aligns with current player outcomes for a thorough run. You can find the official description on the game’s Steam page at Escape From Duckov on Steam.

Escape From Duckov playtime (typical ranges)
| Style | What it means | Typical hours |
|---|---|---|
| Main story (first ending) | Focus on primary questlines, minimal detours | ~30–50 hours |
| Main + most side quests | Primary path plus a broad slice of optional tasks | ~60–70 hours |
| Completionist | All questlines, late‑game activities, high difficulty cleanup | ~65–85+ hours |
| All playstyles (average) | Mixed approaches across players | ~60 hours |
These ranges reflect how people actually play: some beeline through main quests on lower difficulty, others complete every task, farm credits, and tackle high‑risk content at night or during storms.
Escape From Duckov endings and completion
Yes, you can finish Escape From Duckov. The game uses a finite set of quests and a story that culminates in multiple endings. There isn’t a loop of endlessly generated “radiant” missions; once you’ve wrapped the questlines tied to progression and the final objective, you’ve beaten the game. Players who pursue different choices and difficulty settings can return for alternative endings or post‑story challenges.
Factors that change your hours
- Playstyle and goals: Sticking to main quests cuts time considerably. Chasing every quest, blueprint, and late‑game activity pushes you into the 60–80+ hour bracket.
- Difficulty settings: On tougher modes, deaths are more punishing, which adds recovery time and extra prep runs. Easier modes reduce loss and speed up progression.
- Thoroughness per map: There are five distinct maps. Cleansing all quests and points of interest on each can add dozens of hours compared to a direct path.
- Credit grind and storage unlocks: Some players farm currency to expand warehouse storage and quality‑of‑life upgrades; useful, but time‑consuming.
- Night and storm content: Night runs introduce tougher enemies and unique loot. Periodic “Storm” windows are extremely lethal early; if you chase storm‑tier loot later, expect extra hours.
- Inventory and extraction efficiency: Larger bags, body armor with extra slots, and totems that expand carrying capacity reduce backtracking and wasted raids.
- Experience and skill: Fewer failed raids, better ammo choices, and smarter routes trim the total time to an ending.
- Mods and Workshop: Official Workshop support opens the door to custom quests and maps, extending playtime well past the main campaign.
Beat Escape From Duckov faster (practical steps)
- Prioritize main quests: Track primary quest givers and objectives; avoid optional detours until you hit the credits.
- Pick a forgiving difficulty: Lower penalties for death mean fewer recovery runs and less gear rebuilding.
- Sleep through storms early: Storms kill unprepared ducks in seconds. Skip them until you have the late‑game gear that makes storm runs viable.
- Minimize grind: Storage expansion and big credit unlocks are convenient but not required for an ending. Save heavy farming for after the roll‑credits run.
- Increase carry capacity fast: Craft or loot larger bags, consider armor with inventory slots, and equip totems that boost slots; this lets you finish more objectives per raid.
- Standardize a loadout: Commit to a small set of weapons and ammo types to avoid mismatches that waste raids and time.
- Treat recovery runs as “in‑and‑out”: If you die, retrieve gear and extract immediately. Don’t stack fresh objectives onto a recovery trip.

Replay value and reasons to stick around
- Multiple endings: Different choices and cleanups on higher difficulty offer a second and third arc without feeling repetitive.
- Optional endgame challenges: Storm‑era expeditions, night‑time targets, and map‑specific collectibles give you meaningful post‑ending goals.
- Workshop support: The built‑in mod pipeline enables new weapons, maps, and even questlines, turning Duckov into a long‑term sandbox if you want more after the main story.
Bottom line: a focused run to credits typically lands in the 30–50 hour window, while a broad, side‑quest‑heavy playthrough sits near 60–70 hours. If you’re methodical, experiment with difficulties, and dip into storms, you can comfortably push past 80 hours—and that’s before community content enters the picture.