The Piper of Dawn tracks reputation across six factions: the Commercial Street merchants, the Silver Key Fae syndicate, the Goddess worshipers, the Witch's devotees, and two further factions the store description implies without naming. Standing affects daily shop traffic and feeds the branching behind the game's multiple endings, which makes reputation a decision you carry across loops rather than one you settle at the start.

The factions Steam names

The store description for AppID 3804370 names four of the six directly.

  • Commercial Street merchants — the trading interest in Diamond City, and the faction closest to the shop you run.
  • Silver Key Fae syndicate — a fae organisation operating through a syndicate structure.
  • Goddess worshipers — a cultic faction organised around the goddess.
  • The Witch's devotees — the faction organised around the Witch.

Four named groups, each with a different relationship to the city's trade and myth, which is what the Lovecraftian and Story Rich tags are pointing at.

The two implied factions

The store description states there are six factions and names four. The remaining two exist in the count without being named, and this site does not invent names for them.

That gap matters for anyone planning a reputation route: the two unnamed tracks cannot be planned for, because their subjects are unknown as of 2026-09-25. The honest position is that four tracks are known and two are not.

What reputation changes

Reputation is not a score with no output. It changes two things.

  • Shop traffic — the Commercial Street merchants in particular are tied to the storefront you run, so standing with them affects who comes through the door and what stock is worth carrying.
  • Ending branches — standing feeds the branching that produces the game's multiple endings, alongside the Choices Matter decisions made inside each loop.

This is why the faction and ending pages are written as one system: a reputation track only matters because of where it points at the end of a run.

Reputation across loops

The time loop is what makes faction standing a long-term problem. The city resets, but the alliances you have built are what you carry into the next cycle, and Oracle blessings can change the rules you carry them under. A faction you courted in one loop may behave differently in the next.

In practice this means reputation is spread across cycles rather than concentrated in one, and a run spent building standing is an investment in the ending several loops later. The time loop mechanics page covers the rewind itself.