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joric edited this page Jun 24, 2026 · 423 revisions

Welcome to the ootss wiki! Also see Maps, Stalker 2, Supraworld, SupraTools, Subnautica, and Sokoban wikis.

The map features all 105 levels from Stage 2 Demo (Jun 19 2026).

Uses Sysinternals Process Monitor (filtered by CreateFile) to get level names, uses 16k virtual display to capture the map.

I don't know any cheats or console commands to load the levels. The names are just to identify the levels properly. The general idea for the map is to use the game naming convention. Wasn't worth it, names are kind of random and don match the order.

I used my own numbering back then and it was way off, so I thought I'd rather use map names from the game engine.


YouTube video with arbitrary numbering. Courtesy of YouTube, https://youtu.be/lOzOaELzQ_Q

Solutions

There are a few solutions in Autohotkey rle format, see file here: https://github.com/joric/ootss/tree/main/data/solutions.txt

You can also try to type those keys manually, e.g. d2xa4xa6w means ddxaaaaxaaaaaaw, but it's a lot to type.

Gallery

Added image gallery (swiper lib). Now it's easier to find map location by image. You click on the image in the marker popup to open gallery, select map image in the gallery, click on it and it brings you to location.

Development

There are no tools for that game just yet, the engine is totally custom, let alone custom compiler, so it's all human labour.

Level Names

Launch game, launch Sysinternals Process Monitor. Add filters Process Name - is - sinking_star.exe, Operation - is - CreateFile, Path - contains - levels. Load the level in the game, you will see all the file names the game reads.

Map Capture

Download Universal Virtual Display Driver. Unpack to C:\IddSampleDriver. Edit option.txt, add 16384, 9216, 30. Do not install .inf from explorer, use Device Manager - Action - Add legacy hardware - Display Drivers - Have disk. Set virtual display resolution to 16384x9216, run the game, open map, press Win+Shift+Right to move the game to Virtual Display, press PrnScr, paste image into editor. I tried to capture at 8192x8192 but apparently the game doesn't like square geometry (cuts the map). Meshes are broken, because the map draws in lowest LOD. Local maps (Q) can't be used because of perspective projection.

Regions

Used the same tech as in Subnautica 2 (raster map traced with rasterio and cleaned up with mapshaper. Regions appear to be slightly off in the demo, e.g. heroes2_10 level does not belong to any region boundaries.

Grid System

On the 1920x1080 overhead screenshot the grid size is about 10 pixels with map center at 860,740.

The center of the grid is at 80,69 and y grows up.

069,104

Shortly after start, in the introductory world there's a plaque with number 069,104. Looks like location on the map.

After centering the overworld map at 80,69, markers at 69,104 and 104,69 are not far but it's just walls and water.

In the introductory world 069,104 are a bit off, but close to the final credits. Pick up a map (above the exit) to zoom out.

Also see #1.

References

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