Hazard desk / guide 05

Obstacles, keys and teleporters

Keep the route vocabulary in one place: saws, lasers, springs, doors, keys, teleporters, and the timing checks that make each room readable.

Needs verification
Topic
Rooms & movement
Checked
11 Sep 2026
Source
Steam launch listing

Short answer

The game announces a mix of hazards and route gates: saws, lasers, spikes, presses, crumbling blocks, keys, locked doors, and teleporters. Exact solutions belong to individual room notes after release.

Hazard groups to document.

Grouping by player decision makes this more useful than a catalogue. A hazard either changes timing, removes a route, or gates the next section.

TimingLasers + pressesWatch cycles and commit only when the line is clear.
SurfaceSpikes + sawsRecord the jump or dash timing that avoids contact.
GateKeys + doorsMap the key route and whether it forces a return.
TransitTeleportersLog entry, exit, and any shadow timing change.

How each room note should be written.

  1. Name the first decision.Say which hazard or gate stops a blind attempt.
  2. Give the route.Describe the movement line in plain language before adding optional pickups.
  3. Explain the failure.Show whether death came from the hazard, the clock, or the delayed shadow.
  4. Attach the build.Room solutions need a version and a last-tested date.

What cannot be claimed yet.

There are no verified room coordinates, hazard cycles, key locations, or teleport destinations in this launch-build MVP. The page is a content framework until the game is playable.

Evidence ledger.

Confirmed

What the sources confirm

  • The listing names saws, presses, timed lasers, and spikes.
  • Springs, wind columns, moving platforms, and crumbling blocks are announced.
  • Keys, locked doors, and teleporters are part of the route vocabulary.

Needs a live check

What is not yet verified

  • Room-specific hazard cycles and coordinates.
  • Key locations, door order, and teleporter destinations.
  • Verified routes for each numbered room.

Common mistakes

What to avoid

  • Publishing a generic hazard list as a solution.
  • Assuming every key requires the same return route.
  • Leaving a room note without build and test date.
Which hazards are confirmed?

The Steam listing names saws, lasers, spikes, presses, crumbling blocks, moving platforms, keys, locked doors, and teleporters.

Will there be an obstacle database?

A compact reference is useful, but room-specific route notes are the priority once the released build can be tested.

Do keys always require backtracking?

Unknown before a live route check. That should be recorded per room instead of treated as a universal rule.

Continue the route

Choose the next field note.