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Maps

Endacopia doesn’t gate its world behind a strict order, and it doesn’t tell you where a given item is supposed to go, either. This guide walks through each of the four spaces — the starting hub and the three zones branching off it — with an emphasis on the details that trip up first-time players: what’s actually driving each area’s internal logic, and where to look for content the game never points at directly.

The Four Spaces at a Glance

Area What Drives It Where You’ll Spend Most of Chapter I
Green Hills Recovering Mellow’s missing senses Prologue hub, returned to constantly
Misery Town Resident dialogue states + a hidden item trail Circus, projection tent, basement
Timesville A day/night clock that gates doors Beach, fishing, nighttime chase
The Office A task-based productivity meter Corridors, entrance area, Jobs app

Green Hills: The Hub You Keep Coming Back To

Green Hills functions as Endacopia’s home base — the space you return to between excursions rather than a level you clear once and leave behind. Early progress here is tied to reassembling Mellow himself: his hands, his mouth, and his eyes are each recovered separately, through their own short sequences, before the rest of the house properly opens up. Because it’s the connective tissue between the other three zones, it’s also where a lot of items you pick up elsewhere eventually get used or referenced, so it’s worth treating as a checkpoint to revisit rather than a place you’re “done with” after the opening hour.

Misery Town: A Carnival That Isn’t What It Looks Like

Misery Town dresses itself up as a run-down suburban fairground, but very little of it plays straight. Talking to the same residents repeatedly is what actually moves the area forward — enough conversations eventually flip the town into a different state where its people have all left, and that shift is what opens several rooms and interactions that were sealed off before. It’s a detail that’s easy to miss entirely if you only greet each resident once on your way past.

The Projection Tent Detour

The obvious path through Misery Town points you toward the circus tent and, eventually, the Trapezist fight. There’s a separate route that most players find by accident: searching the sandy floor of the projection tent with the Metal Detector turns up a Remote. Using that Remote on the tent’s projector screen displays a map, and following what it shows leads into a mime tent rather than back toward the circus. From there, a darker recolor of the area’s whack-a-clown minigame becomes accessible — a good example of Misery Town rewarding players who chase an odd item instead of the most visible landmark.

Misery Town’s Basement Secret

Later, once the Metal Detector has been used more broadly around the town, it uncovers access to a set of minigames tucked away in a basement space. Clearing them matters beyond the immediate reward — it’s one of three area-specific secrets the game tracks toward its hidden Stay ending, covered in full in the endings guide.

Timesville: A Zone That Runs on a Clock

Timesville’s defining trait is that its doors aren’t fixed open or closed — they’re gated by whatever hour it currently is inside the game. A hallway that’s a dead end at noon can be a way forward by evening with nothing else about the room changed, which means paying attention to when rather than only where is core to making progress here.

Nighttime and the Chase Sequence

Once night falls in Timesville, a large shadowy figure begins actively chasing Mellow across the area, and the intended response is retreat — ducking into a building to break line of sight rather than trying to fight or outlast it. It’s a sharp tonal shift from the puzzle-driven daytime version of the same space, and it’s one of the clearer examples of Endacopia swinging hard between its cute exterior and something closer to survival horror within the same location.

Fishing, Catthew, and the Beach

Timesville’s beach hides its own separate thread. Running the Metal Detector along the sand produces a Fishing Paper, which sets up a hide-and-seek sequence with a red cat named Catthew. Finding Catthew is the actual unlock condition for the Fishing License, which opens fishing access across all of Timesville’s time windows. There are eighteen distinct fish total, spread across six separate hour blocks — meaning several are only obtainable during a specific slice of the day/night cycle, not all at once. Catching every one of them is tracked by the achievement I Want To Be A Fisherman, and because it depends on advancing time deliberately rather than a single pickup, it’s worth starting early in a run instead of leaving it for the very end.

The Office: A Maze That Runs on Busywork

The Office leans hard into a deliberately oppressive, bureaucratic feel — looping corridors, workers handing out oddly specific tasks instead of clear directions. Progress here is measured by a productivity meter that fills as you complete those tasks, and reaching the required threshold is what unlocks the Core Key needed to move forward.

The Telescope and the Phone Number Thread

Away from the main productivity grind, bringing the Telescope to the entrance area — near a sleeping figure — reveals a phone number on a distant billboard. That number can then be dialed from the Jobs app on the office computer, completing a smaller, easy-to-miss puzzle thread that’s separate from the meter-filling busywork most players focus on. It’s also the third of the three area secrets tied to the Stay ending.

The Achievement Poster

Somewhere inside The Office, after completing an early personality survey prompt, a poster reading “Achievement” becomes clickable. Interacting with it is a small, self-referential moment the community tends to point new players toward, since it’s easy to walk right past in a corridor built to look repetitive on purpose.

Save Files and Version Notes

For players troubleshooting a route or backing up a save before a branching choice, Endacopia stores its save data outside the Steam Cloud sync folder on PC:

  • Windows: C:\Users\<your name>\Saved Games\Endacopia\
  • Steam Deck / Proton: ~/.local/share/Steam/steamapps/compatdata/2684630/pfx/drive_c/users/steamuser/Saved Games/Endacopia/

Worth noting for anyone comparing notes with the demo: the free Endacopia Demo runs on a separate Steam app ID from the full release, its progress doesn’t carry over, and it doesn’t track Steam achievements at all — those are exclusive to the paid version.

Frequently Asked Questions

Do I need to finish Misery Town, Timesville, or The Office in a specific order?

No. All three are reachable from Green Hills at any point, and the game is built around items from one zone unlocking progress in another, so moving between all three as you go is the expected way to play rather than an exception.

What’s the safest way to handle Timesville’s night chase?

Get indoors. The sequence is designed around repositioning and escape, not confrontation.

Is the Metal Detector only useful in one place?

No — it has distinct, separate uses in both Misery Town (the projection tent, the basement) and Timesville (the beach), which makes it one of the clearest examples of an item carrying weight across more than one zone.

Where do I find the Achievement poster?

Inside The Office, after the early personality survey sequence — it’s a clickable detail on the wall rather than something tied to a puzzle.

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