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Unofficial fan wiki/Verified October 31, 2026

Walkthrough · Free demo

The demo, start to finish

The free demo is not a slice of Level 1. It is a rearranged build with two halves — a story section, then a gameplay section that only unlocks after you finish the first. Here is what each one actually contains.

Verified October 31, 2026Game v1.0.920–60 minutes · two parts · PC only

An electrified exhibit floor in the Terrible Lizards demo

What is in the demo

The demo went live on September 24, 2026, five weeks before launch, and it is PC-only through Steam. It is packaged as a separate app from the full game, which is why your demo progress does not appear in the retail build.

Released
September 24, 2026
Platform
Steam, Windows
Parts
Story, then gameplay
Playtime
20–30 min each
Carries over
Nothing
Price
Free

Part 1 · 20–30 min

Story Demo

The front half of the attraction: lobby, theater, exhibits. It is paced like a horror tour and ends on a cliffhanger rather than a chase.

Part 2 · 20–30 min

Gameplay Demo

Unlocks after the story half. This is the parkour vertical slice: heavier platforming, a chase, and a much clearer look at the movement ceiling.

Story half

The first half is the front of the attraction: car, phone, lobby, theater, exhibits. It is paced like a horror tour and it ends on a cliffhanger rather than a chase, which is a deliberate choice — the team wanted the demo to sell the world before it sold the movement.

  1. Do the lobby properly

    Find both halves of the staff note. The 9216 door is in the demo too, and the demo is the best place to learn how the note-assembly works before you meet a harder one.
  2. Sit through the pre-show

    It is long on purpose. When it fails, the No Entry door opens behind you.
  3. Talk to every Paleo Pal you pass

    The talk boxes are in the demo and they count toward the same achievement in the full game. Practise pressing them now.
  4. Finish it to unlock the second half

    The gameplay section will not appear until the story section is complete. If you only have twenty minutes, do the story half first.

Gameplay half

The second half is the vertical slice: more platforming, a real chase, and a much clearer look at how high the movement ceiling goes. This is the part that tells you whether you will enjoy the full game.

  • Expect to die more. The gameplay half is tuned harder than the equivalent section of Level 1, because it is a showcase.
  • Practise the wall run. If there is one move that decides whether the full game is for you, it is that one.
  • Ignore the collectibles. Demo pickups do not transfer, so there is no reason to break flow for them.

Demo-only settings

The demo is where two options first appeared, and both survived into the full game:

  • Hints toggle (Accessibility). Turning it off removes some of the yellow guidance, changes a few environment colours and quietens Jordan's commentary. The developer warned the game was not designed around it, then kept it anyway.
  • Graphics presets. Low, medium, high, epic and a Steam Deck preset, with VSync on by default. The presets were added partly to stop crashes on 4 GB VRAM cards.

What carries over

Nothing. No save data, no collectibles, no achievements — the demo is packaged as a separate app. What does carry over is your knowledge of the controls, which is worth more than it sounds: the full game assumes you can already chain a jump into a climb by the time Level 2 starts.

Is it worth playing

If you are unsure about the price, yes. The gameplay half is an honest sample of the movement, and the story half is an honest sample of the tone. What it will not tell you is how the game feels at hour six, when the levels get long and the checkpoints spread out.

Checked October 31, 2026. The demo is still listed on Steam, but it is not guaranteed to stay up forever — if the store page drops it, the main game page is the authoritative source.

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