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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.

Thanks for the review! About the numbering, you're right. I tried to keep the key close to where the room was on the map, but maybe that wasn't a very good idea.