Take the upper-right exit from the amber-pod starting room, cross the burning room to the left, then use its launcher to collect shards in the shaft and reach another crystal. The recorded run reaches the switch in the orange-panel room with four visible resource segments, one partly depleted. That is a visible HUD result, not a claim of four full minutes remaining. Route review
What time pays for
The official description says pickups extend a loop; healing, trading and opening routes can spend time. Official mechanism The recorded Heal tutorial specifically prices healing at one minute to restore some health. Heal tutorial
The June hands-on report also describes time gems in breakable boxes and a spider trading for time. It distinguishes health from time: taking damage does not itself spend time, while healing does. Pickup and trade report Health distinction
Route setup
Use the June 2026 Demo layout with hanging amber pods and a statue in the starting room. Start from the amber-pod room early in a fresh loop, with its first resource segment still active. The timed recording begins with that segment already partly depleted. The timed example below starts after a menu closes, so its duration excludes that menu. Follow the ordinary path instead of immediately warping to a saved Glaive location.
The shown controller uses A to jump and RT to interact with the launcher. Avoid optional healing and trades when comparing the route. A first visit can include tutorial dialogue, so it is not a speed target. Recorded controls
Pickup route
Reveal the resource route
- Climb out to the right. From the statue, go right past the cyan growth and climb the platforms at the right edge of the amber-pod room. Take the upper exit into the burning room.
- Collect the crystal above the fire. Continue left and jump to the large cyan crystal over a small platform surrounded by flames. Its particles travel to the time HUD; a second segment appears.
- Reach the launcher. Continue left over the staggered platforms. At the left-hand recess, use the LAUNCH / RT interaction. It carries you through a vertical line of small diamond shards; this pickup section fills an additional segment in the recording.
- Collect beside the shaft exit. In the room with orange wall panels, take the cyan crystal just left of the shaft exit. Then move right to the switch marked ACTIVATE / RT. Stop here to compare the result: four visible segments, including the partly depleted active segment.
Recorded resource ledger
These are observations from CnEY’s recording. Values use visible HUD segments. The tutorial prices Heal at one minute, and the recorded healing action removes one segment with “LOOP SACRIFICED” feedback. That supports a one-minute-per-segment interpretation; it is an inference from the recording, not a quoted HUD legend. The elapsed time is the recording interval, not a frame-exact in-game timer reading.
| Checkpoint | Video time | Observed resource state |
|---|---|---|
| Starting room after menu closes | 2:04:01 | One partly depleted active segment; exact seconds unreadable |
| Burning-room crystal | About 2:04:14–2:04:20 | One additional segment; two visible |
| Launcher shaft’s line of shards | About 2:04:28–2:04:30 | One additional segment; three visible |
| Crystal left of shaft exit; finish at switch | About 2:04:30–2:04:32 | One additional segment; four visible, active segment partly depleted |
| Route interval | About 31 seconds | Recording time between the selected start and finish |
No healing or trade is included in this short route. The pickups add three segments in total, corresponding to about three minutes under the interpretation above. At the finish, three full segments plus the active partial segment give an estimated three to four minutes remaining. This is a range, not an exact final-seconds balance or a claim that the route is optimal. Ledger boundaries
Compare your attempt
Use the same start and switch as the finish. Check both large crystals and the launcher shaft’s shard line, and confirm that their particles reached the HUD. Record optional healing separately: the tutorial gives it a one-minute cost. First-visit conversations and missed jumps make playback durations unsuitable as a universal target.
Repeat and version checks
The same pickup sections appear earlier in the recording: the fire-platform crystal at 13:27, the launcher at about 14:01 and the upper crystal at about 14:05. They again add three segments. That first visit includes dialogue and has less time remaining at the finish; it supports repeating the pickup route, not an identical completion time. Repeated sequence
Reviewed 15 September 2026. The amber-pod room and segmented HUD correspond to the official June Demo update imagery. Use this route for that layout; this is review of recorded play, not personal testing or verification of the final release. Version comparison
Source notes
- Two large crystals and a launcher-shaft line of shards add three HUD segments in the recorded route. The later selected start-to-switch interval is about 31 seconds; end HUD has three full segments plus the partly depleted active segment. A one-minute-per-segment interpretation follows from the explicit Heal cost and one-segment removal, giving a bounded three-to-four-minute end estimate. Earlier traversal repeats the pickups with different timing.
CnEY June Next Fest Demo recording ↗Location: 13:27;13:55–14:17;14:59–15:01;2:04:01–2:04:32Observed HUD counts and repeated pickup sections; resource minutes are an explicitly identified visual inference, elapsed time is recording time, final balance a range. Same recording family, not independent or personal testing; no exact-second or optimal-route claim. - The official description says pickups extend a loop, while healing, trading and opening routes can consume time.
Official Steam listing ↗Location: Time is CurrencyOfficial general description; no Demo pickup values or route timings established. - The recorded Demo tutorial states that healing spends one minute of time to restore some health.
CnEY June Next Fest Demo recording ↗Location: 14:40 Heal tutorialRecorded June NextFest Demo revision; exact September build equality is not established. No pickup values inferred. - Box gems add time; a spider accepts time in trade.
Hey Poor Player hands-on preview ↗Location: Glowing gems and spider paragraphJune hands-on report, unknown build; not a tested current-Demo instruction. - Health and time are separate; damage does not directly subtract time.
Hey Poor Player hands-on preview ↗Location: Timer and health paragraphJune hands-on report, unknown build; not a tested current-Demo instruction. - Recall holds Throw (X in this controller layout). Hurl (B) places the Glaive away from the player. Warp is triggered by jumping, pressing down plus Jump to dive into burning enth, and moves the player to the Glaive.
CnEY June Next Fest Demo recording ↗Location: 08:45; 37:07; 38:15–38:20; 57:27; 1:01:32–1:01:40Direct video review of the June2026 Demo revision family; recorded controller layout, not keyboard or final-release verification. - Official image shows amber hanging pods, central statue, cyan burning enth to either side, and segmented HUD. Same landmarks directly observed in CnEY recording 1:11:52 and 2:04:01.
Official June Demo update imagery ↗Location: June 2026 Demo Update / Art Polish / spawn imageJune revision-family correspondence; no numeric build or exact September binary equivalence claimed.