DERELIKT Walkthrough: All 12 Levels in Order

A full DERELIKT walkthrough in level order, from Von Neuman Outpost to the Maintenance finale, with the puzzles and codes that block each act.

Last Updated: 2026-11-15

The Plustation-style DERELIKT box render, with the Saturn ring arc behind the station silhouette
The Plustation-style DERELIKT box render, with the Saturn ring arc behind the station silhouette

DERELIKT opens with a resupply run that goes wrong in the first ten minutes: you dock at Von Neuman Outpost, a research station bolted onto a derelict asteroid in Saturn orbit, and the crew that should be signing for cargo is nowhere to be found. What follows is twelve levels of corridor horror, one detour to the asteroid surface, and a hub that keeps reopening as you earn keycards, a hazmat suit and a crowbar.

This page is the spine of the whole site: the order the campaign actually runs in, the puzzles that stop you, and the point where each optional collectible becomes unreachable. Every named level has its own chapter page with the room-by-room route, so use this hub to see where you are and jump to the level that has you stuck.

If you would rather take the campaign one level at a time, the Level 1: Von Neuman Outpost walkthrough→ starts the same route from the airlock.

The level order at a glance

Visuwyg has confirmed twelve levels, but the game only names some of them in achievements and on-screen titles. The table below lists the ones with a confirmed name, the order they appear in a full playthrough, and what each one is responsible for.

# Level What it owns Chapter guide
1 Von Neuman Outpost Crew introductions, sidearm, flashlight, Gun Nut quiz Level 1 walkthrough
2 Unnamed Transition back into the station systems Covered in the hub route below
3 Anomaly Surface Asteroid exterior, monolith, Assault Rifle, Battery Puzzle Level 3 walkthrough
4 Exo Laboratories Hub safe zone, survivors, server and sample-tube codes Level 4 walkthrough
5 Central Security Security wing, sentries, Executive Suites access Level 5 walkthrough
6 Living Quarters Crew quarters, bar, gym fight, Squidbull route Level 6 walkthrough
7 Unnamed Connective tissue between quarters and coolant Folded into Level 8
8 Coolant Reservoir Cooling stations, alien infestation, hazmat gating Level 8 walkthrough
9 Experimentation Rooms Late-game labs, 0.7% completion achievement Covered inside the reactor run
10 Nuclear Reactor Reactor key, meltdown sequence Level 10 walkthrough
11 Maintenance Final stretch, Dr. Shivers, both endings Level 11 walkthrough
12 Unnamed Endgame arena and escape Covered in the ending section

The unnamed slots are not a gap in this guide. The achievement list only prints a level name for the chapters that award a completion achievement, and the community map of the game has never produced an official title for 2, 7 or 12. Everything that happens in those stretches is documented in the neighbouring chapter page.

How the campaign is structured

The twelve levels are grouped into eight acts by the hub. You return to Exo Laboratories repeatedly, and each return adds a vendor-style upgrade station, a storage box and the survivors you have rescued. That loop matters more than the level numbers: if a door will not open, the answer is almost always a tool you have not picked up yet, not a key you missed in the room.

  1. Act 1, the empty station. Level 1 teaches dialogue, the inventory grid and the crowbar. Nothing can kill you quickly yet, so explore every room and talk to every named NPC.
  2. Act 2, the surface. Level 3 is the only extended outdoor section. It hands you the Assault Rifle and the Battery Puzzle, and it is the first place where Empty Proxies can delete a full health bar.
  3. Act 3, the hub. Level 4 unlocks Exo Laboratories as a safe zone. Rescue missions start here and the glyph upgrade bench becomes usable.
  4. Act 4, security. Level 5 is the sentry level. Robots fight the aliens, and you can walk past most of the battle if you keep your flashlight off.
  5. Act 5, the crew deck. Level 6 contains the bar, the gym and the route down to the Squidbull. The gym fight is the only mandatory arena in the first half.
  6. Act 6, the suit. Back in Central Security, the hazmat suit opens the irradiated coolant section. Level 8 is a long combat stretch with few save points.
  7. Act 7, the reactor. Level 10 is one big puzzle box: find the reactor key, restore cooling, then run.
  8. Act 8, the ending. Level 11 is short, linear and ends with Dr. Shivers. The secret ending branches from a choice you can only take if you have been collecting glyph fragments.

The six progress blockers

Almost every "I am stuck" report on Steam discussions and Reddit comes down to one of these six gates. Each one has a dedicated page with the exact steps.

Blocker Where it stops you Solution
Bathroom keypad Level 1, locked restroom near Albert Nedry Code 0451, written on the sticky note
Guard gun quiz Level 1, before the surface elevator 12 rounds, PL-SI, Polycarbonate
Battery Puzzle Level 3, APC Site 2 with Louis Hartman Take the lug wrench, walk back to the first APC, pull the battery
Exo Labs server door Level 4, upper survivor room 1478 from the four server towers, 8465 from the sample tubes
Hazmat suit Level 5, after the Squidbull detour Return to Central Security and take the suit from the security locker
Reactor key Level 10, coolant control Restore the cooling stations first, then take the key from the reactor control room
Demo codes may not match the retail build

The 1478 and 8465 values were recorded during the demo and preview build. Players report the server towers still read in ascending order in 1.0, but if the keypad rejects both numbers, re-count the panels in the room instead of assuming the page is wrong.

What is missable, and when

DERELIKT does not lock you out of levels permanently, but it does lock you out of people. The Savior complex achievement (10.1% of players) requires every possible NPC rescue, and at least two of those rescues expire when their level's story beat advances. The safe pattern is to clear optional rooms before you touch the objective terminal in a new area.

  • Documents: thirteen Shriver's Notes plus mission reports, science reports and personal logs. Half of all documents is the Bookworm achievement (55.9%), all of them is Librarian (55.4%).
  • Insight: small fragments that add engraving slots. Several sit on cliff ledges in Level 3 and are easy to walk past.
  • Glyph fragments: feed the perk system. Without them you cannot reach Max Power (9.0%) or Eyes on the Inside (3.3%).
  • Cheats: terminals accept codes, and enabling one awards Cheater (40.0%). It does not disable achievements, which is why so many players have it.

Combat rhythm that keeps you alive

The game is not a boomer shooter despite the tags. Ammo is scarce enough that the crowbar matters: a stealth takedown saves a magazine, and the crowbar also pries damaged vent covers that hide shortcuts. Save the Assault Rifle for Proxies, use the shotgun on Abominations at arm's length, and let sentry robots chew through aliens before you engage either.

The other half of survival is the save point. Manual saves only happen at stations, and most stations have no storage box, so a bad inventory travels with you. Merge medkits before a boss door, dump duplicate ammo stacks in the Exo Lab box, and keep one slot free for quest items.

Official framing

Visuwyg describes the setting as "a research station grafted onto an anomalous derelict asteroid in orbit around Saturn", with a campaign of twelve levels and "subtle Metroidvania progression". That progression is the hub loop described above, not a connected map.

FAQ

How long is DERELIKT? The campaign is twelve levels, and the full-playthrough capture used for this guide runs just over six hours without collectible hunting. A first run with exploration sits closer to eight.

Can I go back to earlier levels? Yes, through the hub, until the reactor sequence starts. After the meltdown begins the route is one-way.

Do I need the hazmat suit for the ending? You need it for Level 8. Skipping the suit is not possible; the game gates the coolant corridor on it.

Is there a point of no return? The reactor key is the last soft gate. Once you insert it, finish your collectible runs first.

Sources and further reading

The pages below are the sources this guide checks against. The store page and the developer's post are primary; the reviews are secondary and are used for enemy names, weapon names and the state of the game at launch.

Official source: Visuwyg — DERELIKT announcement post ↗, 8 September 2025.

"grafted onto an anomalous derelict asteroid in orbit around Saturn" — Visuwyg, DERELIKT announcement post, 2025