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Level Types

The overworld map is structured as a series of navigable nodes, reminiscent of classic world-map progression systems. Each node represents a different “Operational Mode” for the AI Guardian.

These are the primary progression pillars of the game, taking place in deep, decaying sectors of the simulation.

  • Structure: Large, non-linear environments featuring deep exploration, environmental puzzles, and multiple combat arenas.
  • Objective: Locate and purge the source of high-level corruption to recover “System Keys” or significant lost memories.
  • Boss Encounters: Every story level culminates in a confrontation with a powerful “Key Holder”—a human remnant that has gone berserk while trying to control the corruption.

Smaller, high-intensity nodes designed to test the player’s combat proficiency and Drone aiming skills.

  • Structure: A compact area featuring a single, challenging miniboss fight or several waves of “Kamikaze” corrupted entities.
  • Objective: Clear the sector of hostile presence to unlock adjacent paths on the overworld map.
  • Connection to Plot: Often rewarded with “Legacy Logs” that provide additional context on the Lepidovirus pandemic.

Non-combat or specialized challenge nodes that focus on the AI’s internal processing and technical abilities.

  • Structure: Short, focused challenges such as data-stream racing, logic puzzles, or “Heat Management” trials.
  • Objective: Achieve a high score or complete the task within a time limit to earn extra “Bits and Scrap” for the Drone Workshop.
  • Connection to Plot: These represent the AI “optimizing” its code to regain lost functionality.

Hidden nodes that are not visible on the map until specific criteria are met or hidden “Access Fragments” are found in Main Story levels.

  • Structure: Highly experimental or “glitched” environments where the lines between 3D and 2D are at their most unstable.
  • Objective: Locate “Uncensored Data” that the Suspicious AI computer has attempted to hide from the player.
  • Reward: Rare hardware upgrades for the Combat Drone or “Software Boons” that significantly alter gameplay.

The variety of levels reflects the fragmented state of Project Aether. While Main Story levels represent the critical path to “saving” the simulation, the Side Scenes and Secret Levels represent the AI digging into forbidden directories to find the truth behind the Old-Man’s original programming and the failure of the Avatar program.

  • Sector Gates: Points on the overworld that require a specific number of completed levels or a “System Key” to pass.
  • Corruption Walls: Visual barriers on the map that recede only after the corresponding Main Story Level is purged.