Confirmed by the full-game listing



| Fact | Status | Use on this site |
|---|---|---|
| Happiness, Sorrow, Anger, Anxiety | Official full-game | Safe core mechanics labels |
| Four unique worlds | Official full-game | Home-page scope only; later names withheld |
| Emotion powers affect inhabitants | Official full-game | Safe system concept |
| 1–2 players / split-screen co-op | Official full-game | Safe platform feature |
| Controller required for 2-player mode | Official full-game | Preferred over creator commentary |
Confirmed for the demo / current pre-release route
The official demo page says World 1 is The Panic Jungle and ends in a boss. Current long-form footage adds the named early sequence “The First Step,” a later “Treacherous Waters” milestone, specific current uses for the four emotions, checkpoints, pickups and a visible cosmetic/customization sequence.
Those details are useful now because they answer launch-window questions, but they stay version-scoped. If the final build moves a pickup or renumbers a level, the guide should change instead of defending an old demo route.
Release date: why Steam can show Sep 16 while Phoenixx says Sep 17
The Steam storefront currently displays Sep 16, 2026 in the collected locale, while Phoenixx’s Japanese product/announcement pages list Sep 17 for Steam and Nintendo Switch in Japan. That is consistent with storefront/time-zone presentation around a global release window. This site avoids turning the difference into two conflicting “official dates.”
Not confirmed enough to publish as final
- Names and routes for Worlds 2–4.
- Exact full-game collectible totals.
- Official names for every boss.
- Complete skin/variant unlock requirements.
- Final single-player keyboard binding support.
- Whether every demo checkpoint and level number is unchanged.
How to use demo-based pages after launch
Start with the mechanic, then verify the landmark. If Happiness still provides the expected height behavior and the same spirit interaction exists, the logic remains useful even if a checkpoint moved. If the shipping build changes the actor, the route order, or the state source, treat the old step as stale and follow the current environment rather than forcing the demo sequence.
This is also why the walkthrough avoids brittle instructions such as exact jump counts, pixel positions or a claimed collectible total. Those details look precise but age badly. The durable layer is the state logic and the named milestones that the current build can verify.
What gets promoted from “current evidence” to “full-game fact”
A detail graduates when it appears in the shipping build, an official patch note, or multiple clear current-version sources. A single auto-captioned creator label is not enough for a boss name. A visible one-time cosmetic unlock is enough to say customization exists, but not enough to publish every unlock condition. This distinction keeps launch-window corrections small instead of forcing entire pages to be rewritten.
