Exploration is the spine of Athanasia. The SAIR facility is built around caches of vital equipment and audio logs, hidden pathways off main corridors, and destructible walls that a bandage + flask firebomb can burn through. The Early Access build ships the first 3 of 6 areas at launch.
More context
The official Steam description tells players to "find caches of vital equipment and audio logs from those who lived, worked, and died there," and the same copy promises "hidden pathways" and "forgotten secrets" across the lab.
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Audio Logs and Why They Matter
Audio logs come from "those who lived, worked and died" at the SAIR facility. They are recorded by the staff who were there before Carmen, and the Steam copy lists them alongside caches of vital equipment as one of the main reasons to push off the beaten path.
Audio logs serve two purposes at once:
- Lore. They reveal what happened at the facility before Carmen arrived and why the prehistoric predators are running through its corridors.
- Route flags. The same caches that hold audio logs also hold the components for crafting, ammo pickups and keycards. Treat every audio log as a marker for a cache worth looting.
Specific log counts, individual recording locations and per-area totals are not enumerated in any pre-release public material. Plan to collect logs by sweeping each cache you find rather than chasing a fixed counter.
Destructible Walls and Blockages
Destructible elements are confirmed through the crafting example in the PCGamesN preview: bandages combined with a flask create a firebomb capable of throwing through blockages, opening new paths that would otherwise stay sealed. The Steam copy also lists refueling machines as a way to open new paths. Concrete destructible wall types, hidden destructible crates, and weak-point physics are not yet documented publicly.
Two rules hold for every sealed section:
- A blockage that you cannot jimmy or unlock usually opens with a firebomb or a refueled machine. Carry a bandage and a flask so you can rebuild the firebomb on the fly.
- Blockages guard shortcuts and side caches more often than they guard the main path. Burning one open is usually worth the components because it returns ammo, healing, and keycards.
When in doubt, throw a distraction at a blockage to see if it shifts, then commit a firebomb if the route looks important. Do not waste firebombs on cosmetic breakables.
Early Access Chapter List
Athanasia's Early Access window opens on October 19, 2026 and ships "the first 3 areas (~half the game's intended length)." The full 1.0 release planned for mid-2027 adds the remaining areas for a total of "6 distinct areas," along with "a variety of enemy types" and "a wide arsenal of weapons and equipment." The Early Access price is lower than the planned post-launch price, which will rise when the full release lands.
For Early Access planning, this means:
- Three areas at launch, three more added through the mid-2027 roadmap.
- Six distinct areas at full release, with the enemy roster and arsenal continuing to expand.
- Save progress expectations should be tuned to roughly half the intended length, not the full campaign.
Specific chapter titles for the three EA areas have not been published, so plan around the area count rather than named chapters until the EA build names them.
