Bait, then move
If a tree or object looks suspicious, step forward and back off. Trigger it once, watch the timing, then commit.
Demo guide
The demo is not a precision platformer. It is a trap-reading game: the safe-looking route is the joke, and the first death is how the game teaches you. This guide covers what is confirmed on the current build.

Official Steam screenshot. The demo covers the forest first chapter.
Signs
Short answer:the signs are part of the forest's misdirection. They are not reliable directions. Official store copy does not document them, and community playthroughs describe at least one sign that sends you toward a trap rather than safety.
Treat a sign as a clue about what the trap designer wants you to do. If a sign points somewhere that looks too convenient, test the route from the nearest checkpoint before committing. Watch what changes around the sign (a branch, a gap, a trigger) rather than reading the text alone.
Community routes place a sign section before the root chase. We have not verified each sign on the current build, so we do not list a "correct" sign route yet. If you are stuck at one, send a screenshot with the demo version through the contact page.
Chapter 2
Short answer: you cannot unlock chapter 2 in the free demo. The demo covers the first chapter, set in the forest. There is no public chapter-select, unlock code, or save transfer that opens chapter 2 before release.
After release, this section will cover chapter progression and any chapter-select option.
If a tree or object looks suspicious, step forward and back off. Trigger it once, watch the timing, then commit.
Traps come from above and below. Look up before you run under a branch, and look down before a clean path.
Once you reach a flag, you can experiment without replaying the earlier section. Use that.
Speed is rarely the answer on a first attempt. The traps are designed around players who rush.
If a death feels random, repeat it the same way once. If it repeats, it is a pattern, not luck.
The demo does not label its sections. This outline follows the landmarks used in community playthroughs; we are verifying each one on the current build before publishing exact trap timings.
Third-party footage from 2KG. It may be from an older build, so use it to learn landmarks rather than exact frame timings.
If the problem is input, loading, or performance, it is probably not a skill issue. Start with the controls and troubleshooting pages.
Reach each flag, read the trap before committing, and accept that the first death is usually the tutorial. The demo covers the first chapter; there is no single trick that skips the traps.
The signs are part of the misdirection. They are not reliable directions; community playthroughs describe at least one sign that points toward a trap. Test the route from a checkpoint instead of trusting the text.
You cannot unlock chapter 2 in the free demo. The demo covers the first chapter, and there is no public chapter-select, unlock code, or save transfer before the November 16 release.
The checkpoint system is confirmed, and the June 19, 2026 update added one more before the tree-for-fall section. Tykenn has not published an exact total, so we do not list a number.
It is a rage game, so deaths are the point. If a section feels random, slow down and watch the trap once without trying to pass it. Challenge Mode is harder and is meant for players who already finished the demo.
There is no confirmed skip or level select in the demo. Checkpoints are the intended shortcut: once you reach one, you do not repeat the earlier section.
The community video embedded on this page is a full demo run. It is third-party footage and may be from an older build, so trap behavior can differ from the current Steam Demo.
We only publish trap routes we can verify on the current build. The demo changed through 2026, and several older community routes no longer match. This page is being expanded with first-hand captures.
Sources checked for this page
Last verified Report a correction