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Worlds

Every door in the Corridor opens on one of 77 worlds. Each one bends a single rule (gravity, light, time, the locals' patience) and has its own land, creatures, dangers and rewards.

When a door swings open you glimpse which kind of world is behind it. The doors nearest your home door only lead to Calm worlds and worlds with Strange physics, so a first trip is survivable.

Worlds marked Guide have a full walkthrough; the rest show what the game tells you on arrival.

Calm

Beautiful, quiet, and not as safe as it looks.

Strange physics

Gravity, size and space play by other rules.

Hostile

The world itself wants you dead.

Ruin

Something ended here before you arrived.

Civilization

Other people, other laws, other money.

BabelGuideThe scribes will trade you anything, once you learn their words for it. BoxtownGuidePopulation: everyone who ever came. Don't bother trying your door. CaravansGuideTowns ride on the backs of enormous walking beasts. ColdhearthGuideA people who never discovered fire, in a world where a flame in the open gutters out in seconds. Everybody's AcreGuideEvery yard of it is somebody's. The stake says whose, and what they want for it. Glass CityGuideTowers of glass on a white plain, kept by sentinels who remember every broken pane. The GridGuideThe computer won. Its programs built a city of light in the dark, and they still tell stories about the Users who made them. Then one arrives. Iron EmpireGuideAn empire of legionaries where honor decides your trades and an insult means a duel. Laguna SecaGuideThe real Laguna Seca, metre for metre, in golden hills on a summer afternoon that never ends. Sign up at the Race Office and race for the trophy. Leviathan FallGuideA town built inside something six hundred blocks long that fell from the sky, and is not quite dead. Machine RuleGuideRusted company towns on dark plains, where Automatons keep the curfew, the store takes only scrip and the jail is never far. Neo New YorkGuideThe year 3000: domed towers, sky traffic and pneumatic tubes, and a delivery company that just hired you. PetropiaGuideThe crystal homeworld of Diamondhead's people, growing back after Vilgax shattered it, under two suns. Port ThresholdGuideThe busiest crossing in the multiverse. Take a ticket. RootboundGuideRolling green hills where the trees are people who have never seen the other side of the hill they grew on. Spire CityGuideA city of steel spires where everything has a price, even the way home. The TuningGuideA city where it is always night, and at midnight everyone falls asleep but you. WakefallGuideA city where everyone who dies wakes up in their own bed, and the only crime is breaking one.

Light

The sun, the dark and what lives in between.

Time

Time loops, stops, rewinds or waits for you.

Senses

What you see and hear cannot be trusted.

Reflections of home

Versions of home, and of you.