1 Route first, execute second
The stated goal is to find the perfect path through labyrinthine dungeons and reap the rewards. That framing puts routing above raw mechanical skill, which is good news for anyone who is not naturally fast.
A practical method: do one slow run of a level with no time pressure, purely to map what exists. Note where the enemies cluster, where the branches split, and where you can see somewhere you have not been. Then run it for time.
2 Ghost racing is a tutorial
You can compete with friends and with anyone in the world by racing their ghost. Most players treat this as a scoreboard feature. It is more useful as instruction.
Racing a much faster ghost shows you, in the level itself, where a better player went. You do not need to keep up. Watching where the ghost leaves your route is enough to reveal a shortcut you had not considered.
Racing a ghost only slightly ahead of you is useful for a different reason: it shows where you are losing small amounts repeatedly, which is usually one specific corner rather than general slowness.
3 Hunting the secrets
There are over 100 secrets and a set of secret and extra levels beyond the 30 main ones. Powerful loot and magical abilities are described as lying in the depths, so secrets are not only completion tokens.
Secret hunting and speedrunning pull in opposite directions, so separate them. Do a dedicated exploration pass with no interest in the clock, then return to running the level fast once you know what it contains.
Since finding powerful abilities makes later levels easier, an early exploration pass pays for itself. This is one of the few movement games where being thorough is faster overall than being quick.
4 Building a weapon rotation
With 20 collectable weapons and unique perks on each, most players settle on a favourite and stop experimenting. That is reasonable in a normal action game and costly here.
Because perks interact with movement, a weapon that is mediocre in open rooms can be the best option in tight corridors, and the reverse. Think of it as picking a tool for the level rather than picking a favourite for the game.
| Level character | What to favour |
|---|---|
| Open halls, scattered enemies | Reach, so you feed without detouring |
| Tight corridors, dense groups | Fast swings that do not stall you |
| Vertical, parkour heavy | Whatever perk assists movement, damage second |
5 The Workshop changes the lifespan
Custom user maps are supported through Steam Workshop. For a game with 30 authored levels at USD 9.99, that is the feature that decides whether you are buying a weekend or a hobby.
Community maps in movement games tend to specialise, with some built as pure parkour challenges and others as combat arenas. Both are useful practice, and a difficult community map is often a better teacher than replaying a level you have already mastered.
If you intend to make maps yourself, learning the official levels thoroughly first is worth the time, since their shortcuts show what the movement system is actually capable of.
6 Settings that actually matter
The store notes that Vulkan support is recommended rather than merely accepted. In a game where reaction time is the whole skill, choosing the renderer that gives you the most consistent frame pacing on your hardware is worth testing directly.
Controller support is only partial, and for precision aiming during fast movement mouse and keyboard is the sensible default even though DualShock and DualSense are recognised.
Finally, remember there are 22 achievements and a soundtrack release by Occams Laser. In a game about rhythm and flow, playing with the music audible is not a cosmetic choice.
Map a level slowly before running it for time, because a better route beats better execution. Use ghost races as instruction rather than as a scoreboard, and keep secret hunting in a separate pass from speedrunning since the two pull against each other. Choose weapons per level rather than picking a permanent favourite, and treat Steam Workshop maps as the feature that turns 30 levels into an ongoing hobby.
Comment
No comments yet. Be the first to post one.