Guides

Guides

ASPIS beginner guides and practical tips: controls, settings, saving, performance, spoiler-free advice and the mistakes new players make in the first hour.

9
Categories covered
12
Confirmed achievements
2
Official endings

Introduction

ASPIS drops you into a Soviet research institute with almost no tutorial and no quest markers. The guides section is written for the first two hours: how the control layout works, which settings actually change the experience, how progress is saved, and what the prologue expects before the Institute opens up. It also covers the practical questions players ask on the Steam forums, such as whether mouse inversion works, how flashlight brightness interacts with stealth, and whether the game can be finished on a controller. Where official material is silent we say so instead of inventing numbers, and we separate documented behaviour from player reports so you can judge how much weight to give each tip.

First-Hour Setup Checklist

Setting or decisionWhy it mattersPractical approach
Look sensitivity and inversionDefault turning speed is slow for chase segmentsSet it before the first Guardian encounter; both axes invert separately
Field of viewWider view helps you spot astral windows and exitsRaise it gradually and expect more peripheral motion
Brightness and flashlightDark rooms drive the stealth tensionTune so corners are readable without washing out the scene
Input deviceFull controller support is officially listedPick keyboard or gamepad before the first chase and stay with it
Documents and terminalsThe story is delivered through records, not narrationRead everything; OGAS terminals also act as puzzle surfaces
Session lengthOfficial sources give no completion timePlan around one location per session rather than a chapter count

First-Hour Topics

Control and Settings Setup

What to fix before the prologue ends

Why it mattersChase segments and dark rooms punish a slow turn speed long before they test your aim, so sensitivity, inversion and brightness deserve a few minutes at the start.
What to changeSet look sensitivity, invert each axis separately if needed, raise the field of view gradually and tune the flashlight so dark corners still show edges.
What to leave aloneDo not keep changing brightness between rooms; a stable setting protects your spatial memory and makes stealth routes easier to learn.

Saving and Session Planning

The least documented system in the game

What is confirmedOfficial material does not describe a manual save menu or a chapter-select screen, and players report that autosave timing is opaque.
Practical habitFinish a story beat before quitting, and treat the end of a location as the natural stopping point rather than closing the game mid-puzzle.
Why it mattersIf you are testing a timed achievement or planning to see both endings, knowing which autosave you can return to is more useful than trusting a forum workaround.

Prologue Expectations

What the first hour is actually testing

What it teachesThe prologue introduces movement, interaction and reading before the Institute opens up, and it ends with a system re-entry that fires the first achievement.
Common mistakeRushing past documents and terminal text leaves you without the context later scenes assume, which makes the six-volunteer setup harder to follow.
What to do nextOnce the prologue closes, move into the Institute section of the walkthrough and start checking rooms for astral windows and unpowered mechanisms.

PEP-01 First Contact

The device that changes every later room

What it doesThe PEP-01 captures X-spheres and moves Energy X into machinery. Treat it as a key that can be carried rather than a weapon, and look for mechanisms that are visibly unpowered.
First habitWhen a door refuses to open, check for an astral window and an unpowered mechanism before searching for a hidden keypad, because those two checks solve most early blocks.
What to ignoreDo not copy demo-era input timings: capture changed to a single press, so a video that shows a long hold may be showing an older build.

Guardian Encounter Rules

Why the obvious response is wrong

The ruleOfficial text says the Guardian cannot simply be shot. Ammunition is scarce and found in the environment, so shooting it spends a resource you need for enemies that can die.
The responseBreak line of sight with doors and corners, keep distance and keep moving until the pursuit behaviour changes. Hiding too early is the most common reported mistake.
What to avoidDo not treat every silhouette as a target. If an encounter feels like a scripted set piece, assume it is a movement problem until proven otherwise.

Achievements and Endings Planning

How to avoid a second aimless run

Plan earlyNine known achievements include a timed KGB lock, a hidden listening flag and an ending pair. Knowing which ones depend on optional scenes helps you spend time in conversations instead of rushing past them.
Branch warningThe two ending achievements come from the same final decision, so you cannot collect both in one uninterrupted run without replaying the closing section.
VerificationOfficial material does not describe chapter select or a manual save menu, so confirm your autosave behaviour before committing to the final choice if completion matters to you.

Core Mechanics

The guide layer is about the systems that surround the story. Movement, look sensitivity and flashlight brightness are not cosmetic: chase segments and dark stealth rooms punish a bad setup long before they test your aim. Reading is a mechanic in its own right, because documents, records and OGAS terminal text carry the context the game never speaks aloud. Saving is the weakest documented area. Official material does not describe a manual save menu, and player reports describe autosave timing as opaque, so the safe habit is to finish a story beat before quitting. Treat every forum claim about damage, difficulty or completion time as a player report unless the developer or the store page states it directly.

Advantages

The biggest advantage of a written guide for ASPIS is that it can separate three different kinds of information that look identical in a video: what the developer published, what the game shows on screen, and what players merely believe. That distinction matters in a sparse launch window, when forum posts mix genuine bugs with speculation. Text also lets you search for the exact problem you have, whether that is mouse inversion not applying, a missing objective after a cutscene, or uncertainty about whether progress was saved. Finally, a guide can flag the places where doing nothing is correct, such as refusing to spend scarce Makarov ammunition on an enemy the game explicitly says cannot be shot dead.

Challenges

The limitation is the same one that affects the whole wiki: ASPIS launched on October 23, 2026, and the developer has published very little technical documentation. There is no official statement about save slots, difficulty modes, damage values, completion time or chapter count, so any guide that presents those as facts is guessing. Patch behaviour can also change quickly in the first weeks. We therefore date community-derived advice and avoid promising that a workaround will survive the next update. If you need certainty for a timed achievement, test the current build yourself rather than relying on a route recorded during the demo period.

Frequently Asked Questions

Do I need to play the demo to understand ASPIS?+
No. The 2025 demo covered an early slice and the full release begins with its own prologue, so the retail game introduces the Institute, the volunteers and the PEP-01 again. Playing the demo can help you get comfortable with the controls, but it is not required reading and some demo details changed before launch. Treat demo footage as a preview of tone and interface rather than a reliable route for the released build.
Does ASPIS support controllers?+
Yes. Full controller support is listed on the Steam page, and the interface is designed to be usable with a pad. The practical advice is to choose one input method before the first chase segment and stay with it, because switching mid-run changes turn speed and makes spatial puzzles harder to judge. If you use a controller, test the look sensitivity and inversion options immediately rather than after the first pursuit.
Why does my mouse inversion setting seem ignored?+
Players on the Steam forums report that the inversion option does not always apply as expected, and some have asked for refunds over it. Official material does not document a workaround. Before assuming a bug, confirm you changed the correct axis, because horizontal and vertical inversion are separate settings. If it still behaves incorrectly, report it through the Steam community hub or the developer's official channel rather than relying on a guide to fix an input bug.

Quick Tips

💡

Set brightness before you judge the stealth sections. A room that looks atmospheric in a screenshot can hide the doorway you need, and raising brightness later does not restore the time you lost wandering. Adjust until dark corners still show edges, then leave it alone for the rest of the run so your spatial memory stays consistent.

💡

Read every document you pass, even when the room feels urgent. The story is delivered through records, terminals and scenes rather than a narrator, and several later conversations assume you know what the volunteers agreed to. If you skip a room of paper because a chase is nearby, come back after the pursuit breaks rather than trying to reconstruct the context from memory.

💡

Do not spend Makarov rounds on the Guardian. Official text says the Guardian cannot simply be shot, and ammunition is found in the environment rather than bought. Save rounds for the opponents that can actually be fought, and treat every Guardian encounter as a movement problem involving doors, corners and distance rather than a damage race.

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