You wake in a cage under an airship, carried to a castle that should not stand. Nobody tells you why you are here. The game is a point-and-click descent through three realms, built from painted rooms, old machines and people who want something from you. Ten times it asks you to decide someone's fate, and it saves the instant you act. This companion keeps the route, hides every answer until you ask, and records your choices without judging them.
- The Path is the route in play order, five acts, eleven places. Tick as you go; Resume jumps to your next step.
- Puzzles show the goal only. Ask for a Nudge, then a Hint, then the Solution. Nothing is in the page until you press the button, so scrolling and Find can never spoil an answer.
- Choices are a single pick between plain descriptions of what you do. The Moral Ledger keeps them, and tells you what one did only when you ask.
- Endings Lab sits behind one spoiler line. Leave it shut on a blind run.
| Safe | This tab, act names, length, that endings exist |
| Progression | Objectives, steps, puzzle goals, choice names, warnings |
| Hint | Nudge and Hint: one tap each |
| Spoiler | Solutions, consequences, ending logic: a tap, and never in the page before it |
| 👁️ Look | 🎒 Collect | 🧩 Puzzle |
| 📜 Note or lore | 💬 Talk | ⚖️ Choice |
| ⚠️ Can be lost | 🏆 Achievement | 🚪 Gate, ONE WAY |
📕 act summary · ⛓️ this opens that · ★ worth a save
The game saves the instant you act. Every choice sticks, and the game is keeping count.
There are no manual saves and no chapter select. Whatever you press is final unless you copy the save file yourself. Choices never block progress; they only decide how you are judged.
Three realms, played in one direction: a castle you escape, a wasteland you cross to a train, and a frozen village with a painter's cathedral and a portal. Each realm locks behind you, so its notes and sights are a last call before you leave. Most locks are answered by a sketch you have already picked up. Ten times someone's fate is in your hands, and once, at the very end, you choose a key.
There is no difficulty setting and no way to die. The easy route is simply: read every note the moment you get it, and when a lock looks impossible, look for the drawing you collected nearby. Use the Nudge before the Hint; most puzzles fall to a nudge.
- Do not open the notebook if you want every achievement. One click, even by accident, costs Total recall for the whole run. It is the rarest achievement in the game for a reason. (This is the one thing NOT to do.)
- Leaving a realm with its notes unread. The castle gate, the bridge and the cathedral door all close behind you. The Path flags each last call with a ⚠️ box.
- Assuming you can take a choice back. Alt-F4 does not undo it. The autosave has already written it.
- Rushing the cathedral. Look at every painting before you talk to the painter.
| The lock | Where its key usually is |
|---|---|
| Sequences (cages, springs, marbles) | A sketch you picked up in the same realm, often the same area |
| Codes on a mechanism | A sign, a view or a symbol somewhere else in the realm |
| Matching (faces, figurines, columns) | A drawing, or someone describing what it should look like |
| Rotations (discs, clock hands) | Paintings, a poem, a sketch |
| Light, paths and sliders | No clue at all: trial and error, nothing to miss |
| Give an item | Someone has already told you what they want |
One autosave, no slots. On a first run, play it straight and take the ending you earn: that is the point of the game.
For a cleanup run (desktop): the whole game is one file, dat.xlg, in the game folder (Steam: steamapps\common\Tormentum). Quit to the desktop, then copy it before a choice; copy it back to try the other side. In PowerShell, with the default Steam folder:
Copy-Item "${env:ProgramFiles(x86)}\Steam\steamapps\common\Tormentum\dat.xlg" "$HOME\Documents\Tormentum-dat-$(Get-Date -f yyyyMMdd-HHmm).xlg"
If Steam lives elsewhere, use Steam > Manage > Browse local files to find the folder. ⚠ GOG and Mac save paths unverified
About 3 hours for the story and about 5 for everything. Here, Overall counts every step, note, sight and decided choice once. Achievements (34) are tracked apart, in Endings Lab, because ten pairs of them exclude each other: one run cannot earn them all.
There are two endings, and your choices decide which one you get. That is all this tab will say. The logic lives in Endings Lab, behind a clearly marked line.
Tick steps as you do them. Puzzles show the goal only: open a Nudge, then a Hint, then the Solution, one layer at a time. Choices are a single pick between plain descriptions of what you do; the game never lets you take one back.
Every choice the game will hold against you, or not, in the order you meet them. Nothing here says which way is right. Once you have chosen, you can ask what it did.
Endings Lab: the ending logic and every achievement name.
Below this line: how the two endings are decided, a verdict worked out from your Ledger, the save-file trick for a second ending, and the full achievement list. Skip it on a first, blind run.