GUIDE / WORLD
Exploration and traversal
The settings seen so far, the traversal questions still open, and how to explore the world without assuming a universal gameplay timer.
Exploration coverage is limited to settings sighted in footage. Traversal mechanics, map connectivity and fast travel are all unverified — this page sets expectations and gives a day-one exploration method.
The world as shown
Official footageOfficial footage consistently presents three settings: a rain-soaked lantern city of alleys and rooftops, a cliffside mountain temple complex, and a misty forest of giant trees with shrine structures. Each is a sighting — names, sizes and connections are not verified in this review, and the original developer introduction describes the intended world as semi-open.
The city reads visually like a hub or chapter spine in the footage; that is interpretation, expressly labelled.
Traversal questions (all open)
UnverifiedFootage shows fast rooftop movement and aerial combat, but nothing is verified about: fast travel, world size and connectivity, unlockable routes, traversal abilities beyond what clips show (double jump, wall run, grappling — each independently unconfirmed), or environment interaction.
Exploration and mode-specific rules
Editorial guidanceSoul’s sixty-six-day story premise does not establish that wandering consumes time in every mode. The cited developer article names Sixty-Six Days as a difficulty option. Check the chosen mode’s rules before treating exploration as a timed task.