Snake, except your body is the key that opens the door. The runes on each floor stay lit only while you are lying on them. Cover four at once and the wyrmhole opens — which means the puzzle is not where to go, but what shape to be when you get there. Length is currency. Motes feed you longer, shed shrines cut you shorter, and most Sanctums need you to be both before you leave. Some rooms want a body long enough to bridge a gap. Others want one small enough to thread a gate. Fifty hand-built Sanctums, each teaching one idea before turning it against you: floors that fall away behind you, ground that burns where you have been, and things in the dark that have noticed you. Then the Endless Reach — a causeway that builds itself ahead of you and collapses behind, for as long as you can keep ahead of it. One steady tick. No slow motion, no mercy frames. You learn how long a cell takes and you time your turns against it, exactly as you always did.
Snake, except your body is the key that opens the door. The runes on each floor stay lit only while you are lying on them. Cover four at once and the wyrmhole opens — which means the puzzle is not where to go, but what shape to be when you get there. Length is currency. Motes feed you longer, shed shrines cut you shorter, and most Sanctums need you to be both before you leave. Some rooms want a body long enough to bridge a gap. Others want one small enough to thread a gate. Fifty hand-built Sanctums, each teaching one idea before turning it against you: floors that fall away behind you, ground that burns where you have been, and things in the dark that have noticed you. Then the Endless Reach — a causeway that builds itself ahead of you and collapses behind, for as long as you can keep ahead of it. One steady tick. No slow motion, no mercy frames. You learn how long a cell takes and you time your turns against it, exactly as you always did.