Fourteen boxes in a row, not one map
This is the whole answer, and it is meant to be looked at rather than read. Two sources independently list the campaign as a sequence of named regions: a completionist capture whose creator typed his own markers, and Video Games Chronicle’s chapter list. They agree on the regions and on the order. They disagree about how to number them — VGC counts thirteen chapters plus an epilogue, the capture counts a prologue, twelve and an epilogue — which is why nothing on this site publishes a chapter number as a URL or as a fact. Tap any region for what this site holds on it.
14 regions, in order
Fourteen boxes in a row, not one map. That is the answer to the question.
Prologue

- Cluster
- Not grouped by either source
- Reached at
- 0m into BeardBear’s 19-hour capture
- He spent
- 8m here — his run, not a playtime estimate
No numbers on the boxes above are chapter numbers. The chapter title on this page is VGC’s, placed against this region by our reading rather than by either source’s claim. Neither source publishes a chapter-to-region mapping: VGC lists titles with no regions, BeardBear lists regions with no titles. The region is the part two sources corroborate; treat the title as the weaker half of the page.
What “not open world” does and does not rule out
It rules out the thing people are actually asking about: there is no single seamless map you can set off across in any direction from the start. It does not rule out large regions, optional side areas, or exploration within a region — and that is the honest limit of this page, because nobody here has played the game and nothing we hold measures how open a single region is. Two of our own pages are the nearest evidence and they point in opposite directions. The keys page describes reaching the Blue Key by climbing to a high platform that no door gates, which reads as free traversal. The chapter records describe a fixed order of arrival, which does not.
- There is a hub you return to: the Cleanse Walker, where upgrades and cosmetics live.
- There are rest points out in the world, which this site already publishes on /difficulty/.
- Whether a region can be re-entered after you leave it is the next question people mean, and it is treated below.
Can you go back? Mostly yes, and there is one documented exception
This half has the better evidence. PowerPyx puts the missable count for this game at zero — no chest you can lock yourself out of, no dialogue that closes a trophy, no point of no return to prepare for — and a game with zero missables is one where leaving a region early is not punished. That is a strong signal about structure, from a source whose entire job is finding the exceptions. The one exception on this site with evidence behind it is not a region boundary at all: it is a wheel in the Ogouchi Buffer Zone subcity that opens a hatch, and two players report independently that leaving the area before going through it shuts the hatch permanently. That is a progression blocker inside a region, not a door closing behind you.
- Zero missables is PowerPyx’s count, reprinted here from /trophy-guide/. This site reprints the count, not their route.
- The Foreman wheel is the single documented one-way step, and it has its own page.
- Nobody has published what happens if you walk back into a completed region. “Nothing is missable” is a different claim, and only the second one is sourced.
Why this arrives with the genre question, and why the two get different answers here
Both are shorthand for “what kind of game is this”, and both usually get answered by comparison to games that are neither. The publisher’s own framing is a single-player action RPG fusing real-time and turn-based combat, one person and one dog. That sentence answers this question by omission — nothing in it claims a world — and the region list is what the game turned out to be. The genre question is genuinely contested and this site has stopped arguing about it; this one is not contested, which is why it gets a structure instead of a debate.
