Beginner’s Guide#

South of Midnight is a linear, chapter-based third-person action adventure with no character levels, no equipment slots, and no systems to study — a beginner needs far less than in most action games. This page covers three things only: how to set up before starting, which controls to drill, and where to focus early. All mechanics follow verifiable sources as of October 2026.

Pre-Game Setup#

Difficulty: Wrong Choice? No Fear#

The game offers four preset difficulties plus a custom tier, all changeable anytime in settings, with no achievement tied to difficulty. The four presets, officially described:

Difficulty Positioning Advice
Scryer Story-focused Players who want the story and art at least resistance
Healer Easy Players with less action-game experience
Weaver Balanced The default recommendation — combat and narrative in equilibrium
Grand Weaver Advanced Players wanting a more oppressive combat experience
Custom Tapestry Custom Adjust player damage, boss damage, damage risk, invincibility toggle, and more

Difficulty fine print (including “changing mid-fight restarts the encounter”) is on the dedicated Difficulty System page.

Accessibility: The Official Menu Is Generous#

The accessibility menu is thorough; the official FAQ explicitly lists these options — turn them on as needed rather than white-knuckling:

  • Skip boss fights
  • Skip combat
  • Skip chase sequences
  • Invincibility toggle
  • Motion blur toggle
  • Stop-motion effect toggle

In other words, any segment that troubles you has an official, legitimate way around it — no unconventional workarounds required.

Language and Saves#

  • Subtitles support 23 languages including Simplified and Traditional Chinese; no Chinese voice-over.
  • The Steam version supports Steam Cloud saves.

Basic Controls#

Hazel’s controls revolve around four action modules. For exact bindings, defer to the in-game “Settings → Controller” screen — this page explains what each module is for rather than reproducing key tables:

Module Purpose Beginner Note
Move and jump Progress the linear levels, position Level paths are broadly single-lane; when lost, follow the main road
Dodge Evade attacks, with a Perfect Dodge check Perfect Dodge has its own achievement (In the Nick of Time) — drill it early
Melee combos Primary damage Combos are the damage backbone; most fights are melee-led
Weaving skills Ranged damage and crowd control See table below; each joins the combat loop as it unlocks

The weaving actions unlock in sequence, each with a clear purpose:

Weaving Action Notes
Weave Skill damage that chains with melee combos
Strand Pull Yank an enemy toward you — breaks their advance or closes the gap
Strand Push Shove enemies away — buys safe distance
Crouton Deploy the rag double to draw aggro and relieve swarms
Aerial Rend Air interrupt that can cancel enemy actions
Unravel The finisher against weakened enemies

Systematic breakdowns of these on the Combat System and Weaving Abilities pages.

Early-Game Advice#

Chapter 1: Take the Tutorial Seriously#

Chapter one, Night of the Flood, opens in the hurricane’s aftermath and carries the tutorial load: movement, jumping, dodging, melee, and weaving skills all come online here. Don’t skip the tutorial segments — the boss fights of chapters 5, 7, 9, and 13 all rest on these basics, and debts skipped early get collected mid-game.

Upgrades: Grab Floof on Sight#

There’s no XP or levels — all growth comes from 21 upgrades bought with Floof, across five lines: General (9), Weave (3), Strand Push (3), Strand Pull (3), and Crouton (3). Buying everything costs 1,940 Floof while the game holds 2,210 total. That means:

  • Floof supply is tight with little slack — grabbing on sight is the right habit.
  • Foreign outlets like GameRant have published “which upgrades to buy first” features; this site’s general advice is survival-oriented melee and dodge options first, then crowd control and the Crouton line — the full allocation in the Abilities guide.
  • Your first upgrade unlocks the Learning the Ropes achievement.

Collection: No Need to Catch Them All#

The four collectible types (Floof, Tin Flips, Readables, Health Filaments) are all unmissable because every chapter is replayable. Grab them in passing on playthrough one; the systematic full-collection plan is in the Collectibles Guide.

Boss Fights: The Legitimate Answers When Stuck#

The game has only 5 mythic-tier opponent fights, and the chapter 3 Benjy sequence has no actual combat at all. When stuck, work this order:

  1. Check whether you’re fluently using Strand Pull / Strand Push — most boss solutions are crowd control, not stat checks.
  2. Drop the difficulty a tier or switch to custom parameters — changeable anytime, zero achievement penalty.
  3. Use the official accessibility option to skip the boss fight — the story experience is unaffected.

Full breakdowns in the Boss Guide.

Common Beginner Misconceptions#

Misconception Reality
Trying to grind XP and levels No levels or XP exist — growth is Floof upgrades only
Worrying about missed collectibles All collectibles are unmissable; chapters replay anytime
Assuming gear and crafting systems No equipment, crafting, relics, or totems — growth is exactly 21 upgrades
White-knuckling a high difficulty Difficulty changes anytime with no penalty, plus invincibility and other toggles
Treating every enemy as a must-kill threat The game is built around crowd control — pull, push, and the Crouton double all beat brawling
Looking for an open-world map and fast travel It’s linear and chapter-based — no open-world map, weather system, or fast travel

Next Steps#

内容最后验证于 2026-07