Take a break without starting over

Start a demo run, save when you want to stop, and load it when you return. The developer added this save-and-load system after players asked to keep their progress between sessions.

Before a break, write down your next task: a door you still need to open, a tool to bring back, or a branch you want to explore. Saving preserves your opportunity to continue; a short task note helps you remember what you were doing.

If you played the original demo before the save update, update it before planning a multi-session run. Controller support arrived in the same June update.

Demo progress stays in the demo

The developer explicitly says the demo save does not transfer to the full game. Use the demo to learn the dungeon’s objects, cooking routine and tool-based obstacles rather than building a save you expect to import.

Learning how to recognize bars, webs and key locks is still useful preparation for a fresh start.

Explore at your own pace

The demo has no time limit. You can spend time trying different paths, gathering materials and practicing camp preparation instead of rushing before a timer ends.

Bosses and the large puzzles are reserved for the full game. A demo endpoint is therefore not the end of the full dungeon. For the starting gate, follow the full-stomach door guide; for an interrupted route, use landmarks to find your way back.

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