Classic dungeon meets Outer Wilds problem solving and environmental storytelling - an excellent adventure. The art, colour, text emphasis and layout is all used to great effect to create a module that would be easy to use at the table. The plot (stealing someone elses sun) fits the theme brilliantly.
V minor, but I wonder if it's clear where players should start from how the rooms are numbered. I imagined room 1, but think it's more likely room 4.