Map, areas & navigation
No official atlas, no invented layout. Just the landmarks, shortcuts and return habits that make the dungeon legible.
There is no official full map, and we are not going to draw a fake one. The dungeon is hand-crafted and dense: learn landmarks, open shortcuts, and treat every return trip as a chance to map one more branch. Public reviews name several areas, which we list below as orientation, not as a complete atlas.
How navigation actually works
The developer describes the game as a hand-crafted dungeon with metroidvania elements. That means progress is less about a big open map and more about a growing set of routes you can traverse reliably. A shortcut you can find in the dark is worth more than a compass.
- Learn one route at a time. Out and back, until you can do it without hesitating.
- Use landmarks, not coordinates. A statue, a cooking pot, a distinctive arch, a patch of moss.
- Open shortcuts before you loot. The return trip is where most runs die.
- Carry light. A route you cannot see is not a route you know.
- Mark vertical space. Look up and down; the dungeon is not a flat maze.
Areas named by public players
The following area names appear in public Steam reviews. They are useful as orientation, but the game does not present them as an official chapter list, and the order may vary by route.
| Area | What players associate with it |
|---|---|
| Sewers | Dense, circuitous routes; a common early navigation tangle |
| Mining tunnels | Clay, stone and material gates |
| Ancestral courtyards | Open rooms and vertical exploration |
| Giant bat manufactory | A named production area in player reports |
| Fish boss arena | A boss space; players note it cannot be built in after the fight |
| Underground tower with skulls | A landmark players use to orient themselves |
| The prison | The lever, prison key and silver dagger checkpoint |
These area names come from public reviews, not an official map. We have not verified a complete area list, boss order or map layout. If you send a screenshot with the area name and patch number, we can improve this page.
Shortcuts are the real map
The game's metroidvania structure means a new tool often opens a route back to a place you already know. When you get a new tool, do not only push forward. Return to the earlier dead ends and test them. That is where shortcuts, secrets and optional resources usually live.
When you are lost
- Stop moving. Look for a light source, a landmark or a sound cue.
- Return to the last room you can name. Naming a room is how you build a mental map.
- Check your tool list: a route may be blocked because you have not tried the right tool.
- If you are full, go home. A full pack makes every fight and every wrong turn more expensive.
- If you are playing co-op, split up only when both players can describe their route back.
What we will add
We are building a verified map over time, with screenshots and patch numbers. We will not publish a speculative layout. For now, the progress tracker is the best way to keep your own route milestones in one place.